3 * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
25 #include "cmd-magiceat.h"
28 #include "player-inventory.h"
29 #include "player-race.h"
30 #include "player-status.h"
31 #include "player-move.h"
32 #include "player-class.h"
33 #include "player-skill.h"
34 #include "player-personality.h"
35 #include "player-sex.h"
36 #include "player-effects.h"
46 #include "monster-process.h"
47 #include "monster-status.h"
48 #include "object-flavor.h"
49 #include "object-hook.h"
51 #include "realm-hex.h"
55 #include "view-mainwindow.h"
56 #include "floor-events.h"
57 #include "floor-town.h"
58 #include "dungeon-file.h"
60 #include "monster-spell.h"
64 #include "objectkind.h"
67 #include "realm-song.h"
69 #define PREF_TYPE_NORMAL 0
70 #define PREF_TYPE_AUTOPICK 1
71 #define PREF_TYPE_HISTPREF 2
73 /* Mode flags for displaying player flags */
78 #define GRAVE_LINE_WIDTH 31
80 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
81 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
82 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
83 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
84 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
85 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
86 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
87 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
88 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
89 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
90 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
91 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
92 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
94 s16b signal_count; /* Hack -- Count interupts */
97 * Buffer to hold the current savefile name
98 * 'savefile' holds full path name. 'savefile_base' holds only base name.
101 char savefile_base[40];
104 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
106 void safe_setuid_drop(void)
111 # ifdef SAFE_SETUID_POSIX
113 if (setuid(getuid()) != 0)
115 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
117 if (setgid(getgid()) != 0)
119 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
122 if (setreuid(geteuid(), getuid()) != 0)
124 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
126 if (setregid(getegid(), getgid()) != 0)
128 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
138 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
140 void safe_setuid_grab(void)
144 # ifdef SAFE_SETUID_POSIX
146 if (setuid(p_ptr->player_egid) != 0)
148 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
150 if (setgid(p_ptr->player_egid) != 0)
152 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
155 if (setreuid(geteuid(), getuid()) != 0)
157 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
159 if (setregid(getegid(), getgid()) != 0)
161 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
163 # endif /* SAFE_SETUID_POSIX */
164 # endif /* SAFE_SETUID */
170 * @brief 各種データテキストをトークン単位に分解する / Extract the first few "tokens" from a buffer
171 * @param buf データテキストの参照ポインタ
173 * @param tokens トークンを保管する文字列参照ポインタ配列
178 * This function uses "colon" and "slash" as the delimeter characters.
179 * We never extract more than "num" tokens. The "last" token may include
180 * "delimeter" characters, allowing the buffer to include a "string" token.
181 * We save pointers to the tokens in "tokens", and return the number found.
182 * Hack -- Attempt to handle the 'c' character formalism
183 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
184 * Hack -- We will always extract at least one token
187 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
196 /* Found a delimiter */
197 if ((*t == ':') || (*t == '/')) break;
199 /* Handle single quotes */
200 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
205 /* Handle backslash */
208 /* Require a character */
214 /* Hack -- Require a close quote */
215 if (*t != '\'') *t = '\'';
218 /* Handle back-slash */
232 /* A number with a name */
233 typedef struct named_num named_num;
237 concptr name; /* The name of this thing */
238 int num; /* A number associated with it */
241 /* Index of spell type names */
242 static named_num gf_desc[] =
244 {"GF_ELEC", GF_ELEC },
245 {"GF_POIS", GF_POIS },
246 {"GF_ACID", GF_ACID },
247 {"GF_COLD", GF_COLD },
248 {"GF_FIRE", GF_FIRE },
249 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
250 {"GF_MISSILE", GF_MISSILE },
251 {"GF_ARROW", GF_ARROW },
252 {"GF_PLASMA", GF_PLASMA },
253 {"GF_WATER", GF_WATER },
254 {"GF_LITE", GF_LITE },
255 {"GF_DARK", GF_DARK },
256 {"GF_LITE_WEAK", GF_LITE_WEAK },
257 {"GF_DARK_WEAK", GF_DARK_WEAK },
258 {"GF_SHARDS", GF_SHARDS },
259 {"GF_SOUND", GF_SOUND },
260 {"GF_CONFUSION", GF_CONFUSION },
261 {"GF_FORCE", GF_FORCE },
262 {"GF_INERTIA", GF_INERTIAL },
263 {"GF_MANA", GF_MANA },
264 {"GF_METEOR", GF_METEOR },
266 {"GF_CHAOS", GF_CHAOS },
267 {"GF_NETHER", GF_NETHER },
268 {"GF_DISENCHANT", GF_DISENCHANT },
269 {"GF_NEXUS", GF_NEXUS },
270 {"GF_TIME", GF_TIME },
271 {"GF_GRAVITY", GF_GRAVITY },
272 {"GF_KILL_WALL", GF_KILL_WALL },
273 {"GF_KILL_DOOR", GF_KILL_DOOR },
274 {"GF_KILL_TRAP", GF_KILL_TRAP },
275 {"GF_MAKE_WALL", GF_MAKE_WALL },
276 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
277 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
278 {"GF_MAKE_TREE", GF_MAKE_TREE },
279 {"GF_OLD_CLONE", GF_OLD_CLONE },
280 {"GF_OLD_POLY", GF_OLD_POLY },
281 {"GF_OLD_HEAL", GF_OLD_HEAL },
282 {"GF_OLD_SPEED", GF_OLD_SPEED },
283 {"GF_OLD_SLOW", GF_OLD_SLOW },
284 {"GF_OLD_CONF", GF_OLD_CONF },
285 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
286 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
287 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
288 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
289 {"GF_AWAY_ALL", GF_AWAY_ALL },
290 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
291 {"GF_TURN_EVIL", GF_TURN_EVIL },
292 {"GF_TURN_ALL", GF_TURN_ALL },
293 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
294 {"GF_DISP_EVIL", GF_DISP_EVIL },
295 {"GF_DISP_ALL", GF_DISP_ALL },
296 {"GF_DISP_DEMON", GF_DISP_DEMON },
297 {"GF_DISP_LIVING", GF_DISP_LIVING },
298 {"GF_ROCKET", GF_ROCKET },
299 {"GF_NUKE", GF_NUKE },
300 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
301 {"GF_STASIS", GF_STASIS },
302 {"GF_STONE_WALL", GF_STONE_WALL },
303 {"GF_DEATH_RAY", GF_DEATH_RAY },
304 {"GF_STUN", GF_STUN },
305 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
306 {"GF_HELL_FIRE", GF_HELL_FIRE },
307 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
308 {"GF_CHARM", GF_CHARM },
309 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
310 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
312 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
313 {"GF_TELEKINESIS", GF_TELEKINESIS },
314 {"GF_JAM_DOOR", GF_JAM_DOOR },
315 {"GF_DOMINATION", GF_DOMINATION },
316 {"GF_DISP_GOOD", GF_DISP_GOOD },
317 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
318 {"GF_MIND_BLAST", GF_MIND_BLAST },
319 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
320 {"GF_CAUSE_1", GF_CAUSE_1 },
321 {"GF_CAUSE_2", GF_CAUSE_2 },
322 {"GF_CAUSE_3", GF_CAUSE_3 },
323 {"GF_CAUSE_4", GF_CAUSE_4 },
324 {"GF_HAND_DOOM", GF_HAND_DOOM },
325 {"GF_CAPTURE", GF_CAPTURE },
326 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
327 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
328 {"GF_IDENTIFY", GF_IDENTIFY },
329 {"GF_ATTACK", GF_ATTACK },
330 {"GF_ENGETSU", GF_ENGETSU },
331 {"GF_GENOCIDE", GF_GENOCIDE },
332 {"GF_PHOTO", GF_PHOTO },
333 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
334 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
335 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
336 {"GF_SEEKER", GF_SEEKER },
337 {"GF_SUPER_RAY", GF_SUPER_RAY },
338 {"GF_STAR_HEAL", GF_STAR_HEAL },
339 {"GF_WATER_FLOW", GF_WATER_FLOW },
340 {"GF_CRUSADE", GF_CRUSADE },
341 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
342 {"GF_WOUNDS", GF_WOUNDS },
348 * @brief 設定ファイルの各行から各種テキスト情報を取得する /
349 * Parse a sub-file of the "extra info" (format shown below)
350 * @param creature_ptr プレーヤーへの参照ポインタ
351 * @param buf データテキストの参照ポインタ
355 * Each "action" line has an "action symbol" in the first column,
356 * followed by a colon, followed by some command specific info,
357 * usually in the form of "tokens" separated by colons or slashes.
358 * Blank lines, lines starting with white space, and lines starting
359 * with pound signs ("#") are ignored (as comments).
360 * Note the use of "tokenize()" to allow the use of both colons and
361 * slashes as delimeters, while still allowing final tokens which
362 * may contain any characters including "delimiters".
363 * Note the use of "strtol()" to allow all "integers" to be encoded
364 * in decimal, hexidecimal, or octal form.
365 * Note that "monster zero" is used for the "player" attr/char, "object
366 * zero" will be used for the "stack" attr/char, and "feature zero" is
367 * used for the "nothing" attr/char.
368 * Parse another file recursively, see below for details
370 * Specify the attr/char values for "monsters" by race index
371 * R:\<num\>:\<a\>:\<c\>
372 * Specify the attr/char values for "objects" by kind index
373 * K:\<num\>:\<a\>:\<c\>
374 * Specify the attr/char values for "features" by feature index
375 * F:\<num\>:\<a\>:\<c\>
376 * Specify the attr/char values for unaware "objects" by kind tval
377 * U:\<tv\>:\<a\>:\<c\>
378 * Specify the attr/char values for inventory "objects" by kind tval
379 * E:\<tv\>:\<a\>:\<c\>
380 * Define a macro action, given an encoded macro action
382 * Create a normal macro, given an encoded macro trigger
384 * Create a command macro, given an encoded macro trigger
386 * Create a keyset mapping
387 * S:\<key\>:\<key\>:\<dir\>
388 * Turn an option off, given its name
390 * Turn an option on, given its name
392 * Specify visual information, given an index, and some data
393 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
394 * Specify the set of colors to use when drawing a zapped spell
396 * Specify a macro trigger template and macro trigger names.
397 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
398 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
401 errr process_pref_file_command(player_type *creature_ptr, char *buf)
403 if (buf[1] != ':') return 1;
408 /* Mega-Hack -- read external player's history file */
409 /* Process "H:<history>" */
411 add_history_from_pref_line(buf + 2);
414 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
417 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
419 int i = (huge)strtol(zz[0], NULL, 0);
420 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
421 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
422 if (i >= max_r_idx) return 1;
424 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
425 if (n2) r_ptr->x_char = n2;
429 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
432 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
435 int i = (huge)strtol(zz[0], NULL, 0);
436 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
437 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
438 if (i >= max_k_idx) return 1;
440 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
441 if (n2) k_ptr->x_char = n2;
445 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
446 /* "F:<num>:<a>/<c>" */
447 /* "F:<num>:<a>/<c>:LIT" */
448 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
452 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
454 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
455 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
457 int i = (huge)strtol(zz[0], NULL, 0);
458 if (i >= max_f_idx) return 1;
461 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
462 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
463 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
464 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
466 /* Mega-hack -- feat supports lighting */
469 /* No lighting support */
471 n1 = f_ptr->x_attr[F_LIT_STANDARD];
472 n2 = f_ptr->x_char[F_LIT_STANDARD];
473 for (int j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
475 f_ptr->x_attr[j] = n1;
476 f_ptr->x_char[j] = n2;
481 /* Use default lighting */
483 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
486 /* Use desired lighting */
487 case F_LIT_MAX * 2 + 1:
488 for (int j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
490 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
491 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
492 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
493 if (n2) f_ptr->x_char[j] = n2;
502 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
505 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
507 int j = (byte)strtol(zz[0], NULL, 0);
508 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
509 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
510 misc_to_attr[j] = n1;
511 misc_to_char[j] = n2;
515 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
518 if (tokenize(buf + 2, 3, zz, TOKENIZE_CHECKQUOTE) != 3) break;
520 int j = (huge)strtol(zz[0], NULL, 0);
521 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
522 SYMBOL_CODE n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
523 for (int i = 1; i < max_k_idx; i++)
525 object_kind *k_ptr = &k_info[i];
526 if (k_ptr->tval == j)
528 if (n1) k_ptr->d_attr = n1;
529 if (n2) k_ptr->d_char = n2;
536 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
539 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) break;
541 int j = (byte)strtol(zz[0], NULL, 0) % 128;
542 TERM_COLOR n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
543 if (n1) tval_to_attr[j] = n1;
547 /* Process "A:<str>" -- save an "action" for later */
549 text_to_ascii(macro__buf, buf + 2);
552 /* Process "P:<str>" -- normal macro */
557 text_to_ascii(tmp, buf + 2);
558 macro_add(tmp, macro__buf);
562 /* Process "C:<str>" -- create keymap */
565 if (tokenize(buf + 2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
567 int mode = strtol(zz[0], NULL, 0);
568 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
571 text_to_ascii(tmp, zz[1]);
572 if (!tmp[0] || tmp[1]) return 1;
573 int i = (byte)(tmp[0]);
575 string_free(keymap_act[mode][i]);
577 keymap_act[mode][i] = string_make(macro__buf);
582 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
585 if (tokenize(buf + 2, 5, zz, TOKENIZE_CHECKQUOTE) != 5) break;
587 int i = (byte)strtol(zz[0], NULL, 0);
588 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
589 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
590 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
591 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
595 /* Process "X:<str>" -- turn option off */
596 /* Process "Y:<str>" -- turn option on */
600 for (int i = 0; option_info[i].o_desc; i++)
602 bool is_option = option_info[i].o_var != NULL;
603 is_option &= option_info[i].o_text != NULL;
604 is_option &= streq(option_info[i].o_text, buf + 2);
605 if (!is_option) continue;
607 int os = option_info[i].o_set;
608 int ob = option_info[i].o_bit;
610 if ((creature_ptr->playing || current_world_ptr->character_xtra) &&
611 (OPT_PAGE_BIRTH == option_info[i].o_page) && !current_world_ptr->wizard)
613 msg_format(_("初期オプションは変更できません! '%s'", "Birth options can not changed! '%s'"), buf);
620 option_flag[os] &= ~(1L << ob);
621 (*option_info[i].o_var) = FALSE;
625 option_flag[os] |= (1L << ob);
626 (*option_info[i].o_var) = TRUE;
630 msg_format(_("オプションの名前が正しくありません: %s", "Ignored invalid option: %s"), buf);
635 /* Process "Z:<type>:<str>" -- set spell color */
638 char *t = my_strchr(buf + 2, ':');
641 for (int i = 0; gf_desc[i].name; i++)
643 if (!streq(gf_desc[i].name, buf + 2)) continue;
644 gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
651 /* Initialize macro trigger names and a template */
652 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
653 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
656 int tok = tokenize(buf + 2, 2 + MAX_MACRO_MOD, zz, 0);
658 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
661 if (macro_template != NULL)
663 int macro_modifier_length = strlen(macro_modifier_chr);
664 string_free(macro_template);
665 macro_template = NULL;
666 string_free(macro_modifier_chr);
667 for (int i = 0; i < macro_modifier_length; i++)
669 string_free(macro_modifier_name[i]);
672 for (int i = 0; i < max_macrotrigger; i++)
674 string_free(macro_trigger_name[i]);
675 string_free(macro_trigger_keycode[0][i]);
676 string_free(macro_trigger_keycode[1][i]);
679 max_macrotrigger = 0;
682 if (*zz[0] == '\0') return 0;
684 int zz_length = strlen(zz[1]);
685 zz_length = MIN(MAX_MACRO_MOD, zz_length);
686 if (2 + zz_length != tok) return 1;
688 macro_template = string_make(zz[0]);
689 macro_modifier_chr = string_make(zz[1]);
690 for (int i = 0; i < zz_length; i++)
692 macro_modifier_name[i] = string_make(zz[2 + i]);
698 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
699 if (tok < 2) return 0;
703 if (max_macrotrigger >= MAX_MACRO_TRIG)
705 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
709 int m = max_macrotrigger;
720 macro_trigger_name[m] = string_make(buf_aux);
721 macro_trigger_keycode[0][m] = string_make(zz[1]);
724 macro_trigger_keycode[1][m] = string_make(zz[2]);
728 macro_trigger_keycode[1][m] = string_make(zz[1]);
738 * @brief process_pref_fileのサブルーチンとして条件分岐処理の解釈と結果を返す /
739 * Helper function for "process_pref_file()"
740 * @param creature_ptr プレーヤーへの参照ポインタ
741 * @param sp テキスト文字列の参照ポインタ
742 * @param fp 再帰中のポインタ参照
747 * v: output buffer array
753 concptr process_pref_file_expr(player_type *creature_ptr, char **sp, char *fp)
757 while (iswspace(*s)) s++;
777 t = process_pref_file_expr(creature_ptr, &s, &f);
782 else if (streq(t, "IOR"))
785 while (*s && (f != b2))
787 t = process_pref_file_expr(creature_ptr, &s, &f);
788 if (*t && !streq(t, "0")) v = "1";
791 else if (streq(t, "AND"))
794 while (*s && (f != b2))
796 t = process_pref_file_expr(creature_ptr, &s, &f);
797 if (*t && streq(t, "0")) v = "0";
800 else if (streq(t, "NOT"))
803 while (*s && (f != b2))
805 t = process_pref_file_expr(creature_ptr, &s, &f);
806 if (*t && streq(t, "1")) v = "0";
809 else if (streq(t, "EQU"))
814 t = process_pref_file_expr(creature_ptr, &s, &f);
816 while (*s && (f != b2))
818 p = process_pref_file_expr(creature_ptr, &s, &f);
819 if (streq(t, p)) v = "1";
822 else if (streq(t, "LEQ"))
827 t = process_pref_file_expr(creature_ptr, &s, &f);
829 while (*s && (f != b2))
832 t = process_pref_file_expr(creature_ptr, &s, &f);
833 if (*t && atoi(p) > atoi(t)) v = "0";
836 else if (streq(t, "GEQ"))
841 t = process_pref_file_expr(creature_ptr, &s, &f);
843 while (*s && (f != b2))
846 t = process_pref_file_expr(creature_ptr, &s, &f);
847 if (*t && atoi(p) < atoi(t)) v = "0";
852 while (*s && (f != b2))
854 t = process_pref_file_expr(creature_ptr, &s, &f);
858 if (f != b2) v = "?x?x?";
860 if ((f = *s) != '\0') *s++ = '\0';
867 /* Accept all printables except spaces and brackets */
869 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
871 if (iskanji(*s)) s++;
875 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
878 if ((f = *s) != '\0') *s++ = '\0';
888 if (streq(b + 1, "SYS"))
892 else if (streq(b + 1, "KEYBOARD"))
894 v = ANGBAND_KEYBOARD;
896 else if (streq(b + 1, "GRAF"))
900 else if (streq(b + 1, "MONOCHROME"))
907 else if (streq(b + 1, "RACE"))
915 else if (streq(b + 1, "CLASS"))
923 else if (streq(b + 1, "PLAYER"))
925 static char tmp_player_name[32];
927 for (pn = creature_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
937 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
943 else if (streq(b + 1, "REALM1"))
946 v = E_realm_names[creature_ptr->realm1];
948 v = realm_names[creature_ptr->realm1];
951 else if (streq(b + 1, "REALM2"))
954 v = E_realm_names[creature_ptr->realm2];
956 v = realm_names[creature_ptr->realm2];
959 else if (streq(b + 1, "LEVEL"))
961 sprintf(tmp, "%02d", creature_ptr->lev);
964 else if (streq(b + 1, "AUTOREGISTER"))
966 if (creature_ptr->autopick_autoregister)
971 else if (streq(b + 1, "MONEY"))
973 sprintf(tmp, "%09ld", (long int)creature_ptr->au);
984 * @brief process_pref_fileのサブルーチン /
985 * Open the "user pref file" and parse it.
986 * @param creature_ptr プレーヤーへの参照ポインタ
987 * @param name 読み込むファイル名
988 * @param preftype prefファイルのタイプ
993 * v: output buffer array
999 static errr process_pref_file_aux(player_type *creature_ptr, concptr name, int preftype)
1002 fp = my_fopen(name, "r");
1009 bool bypass = FALSE;
1010 while (my_fgets(fp, buf, sizeof(buf)) == 0)
1013 if (!buf[0]) continue;
1016 if (!iskanji(buf[0]))
1018 if (iswspace(buf[0])) continue;
1020 if (buf[0] == '#') continue;
1023 /* Process "?:<expr>" */
1024 if ((buf[0] == '?') && (buf[1] == ':'))
1029 concptr v = process_pref_file_expr(creature_ptr, &s, &f);
1030 bypass = streq(v, "0");
1034 if (bypass) continue;
1036 /* Process "%:<file>" */
1039 static int depth_count = 0;
1040 if (depth_count > 20) continue;
1044 /* Process that file if allowed */
1047 case PREF_TYPE_AUTOPICK:
1048 (void)process_autopick_file(creature_ptr, buf + 2);
1050 case PREF_TYPE_HISTPREF:
1051 (void)process_histpref_file(creature_ptr, buf + 2);
1054 (void)process_pref_file(creature_ptr, buf + 2);
1062 err = process_pref_file_command(creature_ptr, buf);
1065 if (preftype != PREF_TYPE_AUTOPICK)
1067 err = process_autopick_file_command(buf);
1073 /* Print error message */
1074 /* ToDo: Add better error messages */
1075 msg_format(_("ファイル'%s'の%d行でエラー番号%dのエラー。", "Error %d in line %d of file '%s'."),
1076 _(name, err), line, _(err, name));
1077 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1087 * @brief pref設定ファイルを読み込み設定を反映させる /
1088 * Process the "user pref file" with the given name
1089 * @param creature_ptr プレーヤーへの参照ポインタ
1090 * @param name 読み込むファイル名
1094 * See the functions above for a list of legal "commands".
1095 * We also accept the special "?" and "%" directives, which
1096 * allow conditional evaluation and filename inclusion.
1099 errr process_pref_file(player_type *creature_ptr, concptr name)
1102 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1104 /* Process the system pref file */
1105 errr err1 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1107 /* Stop at parser errors, but not at non-existing file */
1108 if (err1 > 0) return err1;
1110 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1112 /* Process the user pref file */
1113 errr err2 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1115 /* User file does not exist, but read system pref file */
1116 if (err2 < 0 && !err1)
1119 /* Result of user file processing */
1124 #define ENTRY_BARE_HAND 0
1125 #define ENTRY_TWO_HANDS 1
1126 #define ENTRY_RIGHT_HAND1 2
1127 #define ENTRY_LEFT_HAND1 3
1128 #define ENTRY_LEFT_HAND2 4
1129 #define ENTRY_RIGHT_HAND2 5
1130 #define ENTRY_POSTURE 6
1131 #define ENTRY_SHOOT_HIT_DAM 7
1132 #define ENTRY_SHOOT_POWER 8
1133 #define ENTRY_SPEED 9
1134 #define ENTRY_BASE_AC 10
1135 #define ENTRY_LEVEL 11
1136 #define ENTRY_CUR_EXP 12
1137 #define ENTRY_MAX_EXP 13
1138 #define ENTRY_EXP_TO_ADV 14
1139 #define ENTRY_GOLD 15
1140 #define ENTRY_DAY 16
1143 #define ENTRY_PLAY_TIME 19
1144 #define ENTRY_SKILL_FIGHT 20
1145 #define ENTRY_SKILL_SHOOT 21
1146 #define ENTRY_SKILL_SAVING 22
1147 #define ENTRY_SKILL_STEALTH 23
1148 #define ENTRY_SKILL_PERCEP 24
1149 #define ENTRY_SKILL_SEARCH 25
1150 #define ENTRY_SKILL_DISARM 26
1151 #define ENTRY_SKILL_DEVICE 27
1152 #define ENTRY_SKILL_DIG 45
1154 #define ENTRY_BLOWS 28
1155 #define ENTRY_SHOTS 29
1156 #define ENTRY_AVG_DMG 30
1157 #define ENTRY_INFRA 31
1159 #define ENTRY_NAME 32
1160 #define ENTRY_SEX 33
1161 #define ENTRY_RACE 34
1162 #define ENTRY_CLASS 35
1163 #define ENTRY_REALM 36
1164 #define ENTRY_PATRON 37
1165 #define ENTRY_AGE 38
1166 #define ENTRY_HEIGHT 39
1167 #define ENTRY_WEIGHT 40
1168 #define ENTRY_SOCIAL 41
1169 #define ENTRY_ALIGN 42
1171 #define ENTRY_EXP_ANDR 43
1172 #define ENTRY_EXP_TO_ADV_ANDR 44
1180 } disp_player_line[]
1183 { 1, 10, 25, "打撃修正(格闘)"},
1184 { 1, 10, 25, "打撃修正(両手)"},
1185 { 1, 10, 25, "打撃修正(右手)"},
1186 { 1, 10, 25, "打撃修正(左手)"},
1187 { 1, 11, 25, "打撃修正(左手)"},
1188 { 1, 11, 25, "打撃修正(右手)"},
1190 { 1, 15, 25, "射撃攻撃修正"},
1191 { 1, 16, 25, "射撃武器倍率"},
1194 {29, 13, 21, "レベル"},
1195 {29, 14, 21, "経験値"},
1196 {29, 15, 21, "最大経験"},
1197 {29, 16, 21, "次レベル"},
1198 {29, 17, 21, "所持金"},
1202 {29, 20, 21, "プレイ時間"},
1203 {53, 10, -1, "打撃命中 :"},
1204 {53, 11, -1, "射撃命中 :"},
1205 {53, 12, -1, "魔法防御 :"},
1206 {53, 13, -1, "隠密行動 :"},
1207 {53, 15, -1, "知覚 :"},
1208 {53, 16, -1, "探索 :"},
1209 {53, 17, -1, "解除 :"},
1210 {53, 18, -1, "魔法道具 :"},
1211 { 1, 12, 25, "打撃回数"},
1212 { 1, 17, 25, "射撃回数"},
1213 { 1, 13, 25, "平均ダメージ"},
1214 {53, 20, -1, "赤外線視力:"},
1215 {26, 1, -1, "名前 : "},
1216 { 1, 3, -1, "性別 : "},
1217 { 1, 4, -1, "種族 : "},
1218 { 1, 5, -1, "職業 : "},
1219 { 1, 6, -1, "魔法 : "},
1220 { 1, 7, -1, "守護魔神 : "},
1224 {29, 6, 21, "社会的地位"},
1226 {29, 14, 21, "強化度"},
1227 {29, 16, 21, "次レベル"},
1228 {53, 19, -1, "掘削 :" },
1232 { 1, 10, 25, "Bare hand"},
1233 { 1, 10, 25, "Two hands"},
1234 { 1, 10, 25, "Right hand"},
1235 { 1, 10, 25, "Left hand"},
1236 { 1, 11, 25, "Left hand"},
1237 { 1, 11, 25, "Right hand"},
1238 { 1, 11, 25, "Posture"},
1239 { 1, 15, 25, "Shooting"},
1240 { 1, 16, 25, "Multiplier"},
1241 { 1, 20, 25, "Speed"},
1243 {29, 13, 21, "Level"},
1244 {29, 14, 21, "Experience"},
1245 {29, 15, 21, "Max Exp"},
1246 {29, 16, 21, "Exp to Adv"},
1247 {29, 17, 21, "Gold"},
1248 {29, 19, 21, "Time"},
1249 {29, 10, 21, "Hit point"},
1250 {29, 11, 21, "SP (Mana)"},
1251 {29, 20, 21, "Play time"},
1252 {53, 10, -1, "Fighting : "},
1253 {53, 11, -1, "Bows/Throw : "},
1254 {53, 12, -1, "SavingThrow: "},
1255 {53, 13, -1, "Stealth : "},
1256 {53, 15, -1, "Perception : "},
1257 {53, 16, -1, "Searching : "},
1258 {53, 17, -1, "Disarming : "},
1259 {53, 18, -1, "MagicDevice: "},
1260 { 1, 12, 25, "Blows/Round"},
1261 { 1, 17, 25, "Shots/Round"},
1262 { 1, 13, 25, "AverageDmg/Rnd"},
1263 {53, 20, -1, "Infravision: "},
1264 {26, 1, -1, "Name : "},
1265 { 1, 3, -1, "Sex : "},
1266 { 1, 4, -1, "Race : "},
1267 { 1, 5, -1, "Class : "},
1268 { 1, 6, -1, "Magic : "},
1269 { 1, 7, -1, "Patron : "},
1271 {29, 4, 21, "Height"},
1272 {29, 5, 21, "Weight"},
1273 {29, 6, 21, "Social Class"},
1274 {29, 7, 21, "Align"},
1275 {29, 14, 21, "Construction"},
1276 {29, 16, 21, "Const to Adv"},
1277 {53, 19, -1, "Digging : " },
1283 * @brief プレイヤーのステータス1種を出力する
1285 * @param val 値を保管した文字列ポインタ
1286 * @param attr 項目表示の色
1289 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1291 concptr head = disp_player_line[entry].header;
1292 int head_len = strlen(head);
1293 int row = disp_player_line[entry].row;
1294 int col = disp_player_line[entry].col;
1295 int len = disp_player_line[entry].len;
1296 Term_putstr(col, row, -1, TERM_WHITE, head);
1302 Term_putstr(col + head_len, row, -1, attr, val);
1306 int val_len = len - head_len;
1308 sprintf(buf, "%*.*s", val_len, val_len, val);
1309 Term_putstr(col + head_len, row, -1, attr, buf);
1314 * @brief プレイヤーの打撃能力修正を表示する
1315 * @param creature_ptr プレーヤーへの参照ポインタ
1316 * @param hand 武器の装備部位ID
1317 * @param hand_entry 項目ID
1320 static void display_player_melee_bonus(player_type *creature_ptr, int hand, int hand_entry)
1322 HIT_PROB show_tohit = creature_ptr->dis_to_h[hand];
1323 HIT_POINT show_todam = creature_ptr->dis_to_d[hand];
1324 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_RARM + hand];
1326 /* Hack -- add in weapon info if known */
1327 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1328 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1330 show_tohit += creature_ptr->skill_thn / BTH_PLUS_ADJ;
1333 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1335 /* Dump the bonuses to hit/dam */
1336 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
1337 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1338 else if (creature_ptr->ryoute)
1339 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1341 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1346 * @brief プレイヤーステータス表示の中央部分を表示するサブルーチン
1347 * @param creature_ptr プレーヤーへの参照ポインタ
1348 * Prints the following information on the screen.
1351 static void display_player_middle(player_type *creature_ptr)
1353 HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
1354 HIT_POINT show_todam = 0;
1356 if (creature_ptr->migite)
1358 display_player_melee_bonus(creature_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1361 if (creature_ptr->hidarite)
1363 display_player_melee_bonus(creature_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2 : ENTRY_LEFT_HAND2);
1365 else if ((creature_ptr->pclass == CLASS_MONK) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
1368 if (creature_ptr->special_defense & KAMAE_MASK)
1370 for (i = 0; i < MAX_KAMAE; i++)
1372 if ((creature_ptr->special_defense >> i) & KAMAE_GENBU) break;
1376 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1381 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1385 /* Apply weapon bonuses */
1386 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
1387 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1388 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1390 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1391 show_tohit += creature_ptr->weapon_exp[0][o_ptr->sval] / 400;
1393 show_tohit += (creature_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1395 show_tohit += creature_ptr->skill_thb / BTH_PLUS_ADJ;
1398 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1401 if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
1403 tmul = bow_tmul(creature_ptr->inventory_list[INVEN_BOW].sval);
1405 /* Get extra "power" from "extra might" */
1406 if (creature_ptr->xtra_might) tmul++;
1408 tmul = tmul * (100 + (int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
1412 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul / 100, tmul % 100), TERM_L_BLUE);
1414 /* Dump the armor class */
1415 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", creature_ptr->dis_ac, creature_ptr->dis_to_a), TERM_L_BLUE);
1417 int i = creature_ptr->pspeed - 110;
1419 /* Hack -- Visually "undo" the Search Mode Slowdown */
1420 if (creature_ptr->action == ACTION_SEARCH) i += 10;
1425 if (!creature_ptr->riding)
1426 attr = TERM_L_GREEN;
1432 if (!creature_ptr->riding)
1439 if (!creature_ptr->riding)
1440 attr = TERM_L_UMBER;
1446 if (!creature_ptr->riding)
1448 if (IS_FAST(creature_ptr)) tmp_speed += 10;
1449 if (creature_ptr->slow) tmp_speed -= 10;
1450 if (creature_ptr->lightspeed) tmp_speed = 99;
1454 if (MON_FAST(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed += 10;
1455 if (MON_SLOW(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed -= 10;
1461 if (!creature_ptr->riding)
1462 sprintf(buf, "(%+d%+d)", i - tmp_speed, tmp_speed);
1464 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i - tmp_speed, tmp_speed);
1473 if (!creature_ptr->riding)
1474 sprintf(buf, "(%+d)", i);
1476 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1479 display_player_one_line(ENTRY_SPEED, buf, attr);
1481 /* Dump character level */
1482 display_player_one_line(ENTRY_LEVEL, format("%d", creature_ptr->lev), TERM_L_GREEN);
1484 /* Dump experience */
1486 if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1487 else e = ENTRY_CUR_EXP;
1489 if (creature_ptr->exp >= creature_ptr->max_exp)
1490 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_L_GREEN);
1492 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_YELLOW);
1494 /* Dump max experience */
1495 if (creature_ptr->prace == RACE_ANDROID)
1498 display_player_one_line(ENTRY_MAX_EXP, format("%ld", creature_ptr->max_exp), TERM_L_GREEN);
1500 /* Dump exp to advance */
1501 if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1502 else e = ENTRY_EXP_TO_ADV;
1504 if (creature_ptr->lev >= PY_MAX_LEVEL)
1505 display_player_one_line(e, "*****", TERM_L_GREEN);
1506 else if (creature_ptr->prace == RACE_ANDROID)
1507 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1509 display_player_one_line(e, format("%ld", (s32b)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1512 display_player_one_line(ENTRY_GOLD, format("%ld", creature_ptr->au), TERM_L_GREEN);
1516 extract_day_hour_min(creature_ptr, &day, &hour, &min);
1518 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1519 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1520 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1522 /* Dump hit point */
1523 if (creature_ptr->chp >= creature_ptr->mhp)
1524 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_L_GREEN);
1525 else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
1526 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_YELLOW);
1528 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_RED);
1530 /* Dump mana power */
1531 if (creature_ptr->csp >= creature_ptr->msp)
1532 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_L_GREEN);
1533 else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
1534 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_YELLOW);
1536 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_RED);
1538 /* Dump play time */
1539 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", current_world_ptr->play_time / (60 * 60), (current_world_ptr->play_time / 60) % 60, current_world_ptr->play_time % 60), TERM_L_GREEN);
1544 * Hack -- pass color info around this file
1546 static TERM_COLOR likert_color = TERM_WHITE;
1550 * @brief 技能ランクの表示基準を定める
1551 * Returns a "rating" of x depending on y
1553 * @param y 技能値に対するランク基準比
1556 static concptr likert(int x, int y)
1558 static char dummy[20] = "", dummy2[20] = "";
1559 memset(dummy, 0, strlen(dummy));
1560 memset(dummy2, 0, strlen(dummy2));
1563 if (show_actual_value)
1565 sprintf(dummy, "%3d-", x);
1568 /* Negative value */
1571 likert_color = TERM_L_DARK;
1572 strcat(dummy, _("最低", "Very Bad"));
1580 likert_color = TERM_RED;
1581 strcat(dummy, _("悪い", "Bad"));
1584 likert_color = TERM_L_RED;
1585 strcat(dummy, _("劣る", "Poor"));
1590 likert_color = TERM_ORANGE;
1591 strcat(dummy, _("普通", "Fair"));
1595 likert_color = TERM_YELLOW;
1596 strcat(dummy, _("良い", "Good"));
1600 likert_color = TERM_YELLOW;
1601 strcat(dummy, _("大変良い", "Very Good"));
1606 likert_color = TERM_L_GREEN;
1607 strcat(dummy, _("卓越", "Excellent"));
1615 likert_color = TERM_GREEN;
1616 strcat(dummy, _("超越", "Superb"));
1623 likert_color = TERM_BLUE;
1624 strcat(dummy, _("英雄的", "Heroic"));
1628 likert_color = TERM_VIOLET;
1629 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
1630 (int)((((x / y) - 17) * 5) / 2));
1631 strcat(dummy, dummy2);
1641 * @brief プレイヤーステータスの1ページ目各種詳細をまとめて表示するサブルーチン
1642 * Prints ratings on certain abilities
1643 * @param creature_ptr プレーヤーへの参照ポインタ
1646 * This code is "imitated" elsewhere to "dump" a character sheet.
1648 static void display_player_various(player_type *creature_ptr)
1651 if (creature_ptr->muta2 & MUT2_HORNS) muta_att++;
1652 if (creature_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
1653 if (creature_ptr->muta2 & MUT2_BEAK) muta_att++;
1654 if (creature_ptr->muta2 & MUT2_TRUNK) muta_att++;
1655 if (creature_ptr->muta2 & MUT2_TENTACLES) muta_att++;
1657 int xthn = creature_ptr->skill_thn + (creature_ptr->to_h_m * BTH_PLUS_ADJ);
1659 /* Shooting Skill (with current bow and normal missile) */
1661 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
1662 int tmp = creature_ptr->to_h_b + o_ptr->to_h;
1663 int xthb = creature_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
1665 /* If the player is wielding one? */
1670 ENERGY energy_fire = bow_energy(o_ptr->sval);
1672 /* Calculate shots per round */
1673 shots = creature_ptr->num_fire * 100;
1674 shot_frac = (shots * 100 / energy_fire) % 100;
1675 shots = shots / energy_fire;
1676 if (o_ptr->name1 == ART_CRIMSON)
1680 if (creature_ptr->pclass == CLASS_ARCHER)
1682 /* Extra shot at level 10 */
1683 if (creature_ptr->lev >= 10) shots++;
1685 /* Extra shot at level 30 */
1686 if (creature_ptr->lev >= 30) shots++;
1688 /* Extra shot at level 45 */
1689 if (creature_ptr->lev >= 45) shots++;
1702 BIT_FLAGS flgs[TR_FLAG_SIZE];
1704 for (int i = 0; i < 2; i++)
1706 damage[i] = creature_ptr->dis_to_d[i] * 100;
1707 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
1709 PLAYER_LEVEL level = creature_ptr->lev;
1716 if (creature_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
1717 if (creature_ptr->special_defense & KAMAE_BYAKKO)
1718 basedam = monk_ave_damage[level][1];
1719 else if (creature_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
1720 basedam = monk_ave_damage[level][2];
1722 basedam = monk_ave_damage[level][0];
1724 damage[i] += basedam;
1725 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[i] = 1;
1726 if (damage[i] < 0) damage[i] = 0;
1730 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1732 /* Average damage per round */
1733 if (o_ptr->k_idx == 0)
1736 damage[i] += basedam;
1737 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[i] = 1;
1738 if (damage[i] < 0) damage[i] = 0;
1743 poison_needle = FALSE;
1745 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) poison_needle = TRUE;
1746 if (object_is_known(o_ptr))
1748 damage[i] += o_ptr->to_d * 100;
1749 to_h[i] += o_ptr->to_h;
1752 basedam = ((o_ptr->dd + creature_ptr->to_dd[i]) * (o_ptr->ds + creature_ptr->to_ds[i] + 1)) * 50;
1753 object_flags_known(o_ptr, flgs);
1755 basedam = calc_expect_crit(creature_ptr, o_ptr->weight, to_h[i], basedam, creature_ptr->dis_to_h[i], poison_needle);
1756 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
1762 else if (have_flag(flgs, TR_VORPAL))
1764 /* vorpal flag only */
1769 if ((creature_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (creature_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
1770 basedam = basedam * 7 / 2;
1771 damage[i] += basedam;
1772 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[i] = 1;
1773 if (damage[i] < 0) damage[i] = 0;
1776 int blows1 = creature_ptr->migite ? creature_ptr->num_blow[0] : 0;
1777 int blows2 = creature_ptr->hidarite ? creature_ptr->num_blow[1] : 0;
1779 /* Basic abilities */
1781 int xdis = creature_ptr->skill_dis;
1782 int xdev = creature_ptr->skill_dev;
1783 int xsav = creature_ptr->skill_sav;
1784 int xstl = creature_ptr->skill_stl;
1785 int xsrh = creature_ptr->skill_srh;
1786 int xfos = creature_ptr->skill_fos;
1787 int xdig = creature_ptr->skill_dig;
1789 concptr desc = likert(xthn, 12);
1790 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
1792 desc = likert(xthb, 12);
1793 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
1795 desc = likert(xsav, 7);
1796 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
1798 desc = likert((xstl > 0) ? xstl : -1, 1);
1799 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
1801 desc = likert(xfos, 6);
1802 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
1804 desc = likert(xsrh, 6);
1805 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
1807 desc = likert(xdis, 8);
1808 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
1810 desc = likert(xdev, 6);
1811 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
1813 desc = likert(xdev, 6);
1814 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
1816 desc = likert(xdig, 4);
1817 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
1820 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
1822 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
1824 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
1826 if ((damage[0] + damage[1]) == 0)
1829 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
1831 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
1833 display_player_one_line(ENTRY_INFRA, format("%d feet", creature_ptr->see_infra * 10), TERM_WHITE);
1838 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
1839 * Prints ratings on certain abilities
1840 * @param creature_ptr 参照元クリーチャーポインタ
1841 * @param flgs フラグを保管する配列
1844 * Obtain the "flags" for the player as if he was an item
1846 * xtra1.c周りと多重実装になっているのを何とかする
1848 static void player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
1850 for (int i = 0; i < TR_FLAG_SIZE; i++)
1853 switch (creature_ptr->pclass)
1856 if (creature_ptr->lev > 44)
1857 add_flag(flgs, TR_REGEN);
1859 if (creature_ptr->lev > 29)
1860 add_flag(flgs, TR_RES_FEAR);
1863 if (creature_ptr->lev > 39)
1864 add_flag(flgs, TR_RES_FEAR);
1866 case CLASS_CHAOS_WARRIOR:
1867 if (creature_ptr->lev > 29)
1868 add_flag(flgs, TR_RES_CHAOS);
1869 if (creature_ptr->lev > 39)
1870 add_flag(flgs, TR_RES_FEAR);
1873 case CLASS_FORCETRAINER:
1874 if ((creature_ptr->lev > 9) && !heavy_armor(creature_ptr))
1875 add_flag(flgs, TR_SPEED);
1876 if ((creature_ptr->lev > 24) && !heavy_armor(creature_ptr))
1877 add_flag(flgs, TR_FREE_ACT);
1880 if (heavy_armor(creature_ptr))
1881 add_flag(flgs, TR_SPEED);
1884 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
1885 (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
1886 add_flag(flgs, TR_SPEED);
1887 if (creature_ptr->lev > 24)
1888 add_flag(flgs, TR_FREE_ACT);
1891 add_flag(flgs, TR_SLOW_DIGEST);
1892 add_flag(flgs, TR_RES_FEAR);
1893 if (creature_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
1894 if (creature_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
1895 if (creature_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
1897 case CLASS_MINDCRAFTER:
1898 if (creature_ptr->lev > 9)
1899 add_flag(flgs, TR_RES_FEAR);
1900 if (creature_ptr->lev > 19)
1901 add_flag(flgs, TR_SUST_WIS);
1902 if (creature_ptr->lev > 29)
1903 add_flag(flgs, TR_RES_CONF);
1904 if (creature_ptr->lev > 39)
1905 add_flag(flgs, TR_TELEPATHY);
1908 add_flag(flgs, TR_RES_SOUND);
1910 case CLASS_BERSERKER:
1911 add_flag(flgs, TR_SUST_STR);
1912 add_flag(flgs, TR_SUST_DEX);
1913 add_flag(flgs, TR_SUST_CON);
1914 add_flag(flgs, TR_REGEN);
1915 add_flag(flgs, TR_FREE_ACT);
1916 add_flag(flgs, TR_SPEED);
1917 if (creature_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
1919 case CLASS_MIRROR_MASTER:
1920 if (creature_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
1923 break; /* Do nothing */
1927 if (creature_ptr->mimic_form)
1929 switch (creature_ptr->mimic_form)
1932 add_flag(flgs, TR_HOLD_EXP);
1933 add_flag(flgs, TR_RES_CHAOS);
1934 add_flag(flgs, TR_RES_NETHER);
1935 add_flag(flgs, TR_RES_FIRE);
1936 add_flag(flgs, TR_SEE_INVIS);
1937 add_flag(flgs, TR_SPEED);
1939 case MIMIC_DEMON_LORD:
1940 add_flag(flgs, TR_HOLD_EXP);
1941 add_flag(flgs, TR_RES_CHAOS);
1942 add_flag(flgs, TR_RES_NETHER);
1943 add_flag(flgs, TR_RES_FIRE);
1944 add_flag(flgs, TR_RES_COLD);
1945 add_flag(flgs, TR_RES_ELEC);
1946 add_flag(flgs, TR_RES_ACID);
1947 add_flag(flgs, TR_RES_POIS);
1948 add_flag(flgs, TR_RES_CONF);
1949 add_flag(flgs, TR_RES_DISEN);
1950 add_flag(flgs, TR_RES_NEXUS);
1951 add_flag(flgs, TR_RES_FEAR);
1952 add_flag(flgs, TR_IM_FIRE);
1953 add_flag(flgs, TR_SH_FIRE);
1954 add_flag(flgs, TR_SEE_INVIS);
1955 add_flag(flgs, TR_TELEPATHY);
1956 add_flag(flgs, TR_LEVITATION);
1957 add_flag(flgs, TR_SPEED);
1960 add_flag(flgs, TR_HOLD_EXP);
1961 add_flag(flgs, TR_RES_DARK);
1962 add_flag(flgs, TR_RES_NETHER);
1963 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
1964 add_flag(flgs, TR_RES_POIS);
1965 add_flag(flgs, TR_RES_COLD);
1966 add_flag(flgs, TR_SEE_INVIS);
1967 add_flag(flgs, TR_SPEED);
1973 switch (creature_ptr->prace)
1976 add_flag(flgs, TR_RES_LITE);
1979 add_flag(flgs, TR_HOLD_EXP);
1982 add_flag(flgs, TR_FREE_ACT);
1985 add_flag(flgs, TR_RES_BLIND);
1988 add_flag(flgs, TR_RES_DARK);
1990 case RACE_HALF_TROLL:
1991 add_flag(flgs, TR_SUST_STR);
1992 if (creature_ptr->lev <= 14) break;
1994 add_flag(flgs, TR_REGEN);
1995 if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_BERSERKER))
1997 add_flag(flgs, TR_SLOW_DIGEST);
1999 * Let's not make Regeneration a disadvantage
2000 * for the poor warriors who can never learn
2001 * a spell that satisfies hunger (actually
2002 * neither can rogues, but half-trolls are not
2003 * supposed to play rogues)
2009 add_flag(flgs, TR_SUST_CON);
2010 add_flag(flgs, TR_REGEN);
2013 add_flag(flgs, TR_RES_LITE);
2014 add_flag(flgs, TR_SEE_INVIS);
2016 case RACE_BARBARIAN:
2017 add_flag(flgs, TR_RES_FEAR);
2019 case RACE_HALF_OGRE:
2020 add_flag(flgs, TR_SUST_STR);
2021 add_flag(flgs, TR_RES_DARK);
2023 case RACE_HALF_GIANT:
2024 add_flag(flgs, TR_RES_SHARDS);
2025 add_flag(flgs, TR_SUST_STR);
2027 case RACE_HALF_TITAN:
2028 add_flag(flgs, TR_RES_CHAOS);
2031 add_flag(flgs, TR_RES_SOUND);
2034 add_flag(flgs, TR_RES_ACID);
2035 if (creature_ptr->lev > 19)
2036 add_flag(flgs, TR_IM_ACID);
2039 add_flag(flgs, TR_RES_CONF);
2040 add_flag(flgs, TR_RES_ACID);
2041 if (creature_ptr->lev > 9)
2042 add_flag(flgs, TR_SPEED);
2045 add_flag(flgs, TR_RES_POIS);
2048 add_flag(flgs, TR_RES_DISEN);
2049 add_flag(flgs, TR_RES_DARK);
2052 add_flag(flgs, TR_RES_DARK);
2053 if (creature_ptr->lev > 19)
2054 add_flag(flgs, TR_SEE_INVIS);
2056 case RACE_DRACONIAN:
2057 add_flag(flgs, TR_LEVITATION);
2058 if (creature_ptr->lev > 4)
2059 add_flag(flgs, TR_RES_FIRE);
2060 if (creature_ptr->lev > 9)
2061 add_flag(flgs, TR_RES_COLD);
2062 if (creature_ptr->lev > 14)
2063 add_flag(flgs, TR_RES_ACID);
2064 if (creature_ptr->lev > 19)
2065 add_flag(flgs, TR_RES_ELEC);
2066 if (creature_ptr->lev > 34)
2067 add_flag(flgs, TR_RES_POIS);
2069 case RACE_MIND_FLAYER:
2070 add_flag(flgs, TR_SUST_INT);
2071 add_flag(flgs, TR_SUST_WIS);
2072 if (creature_ptr->lev > 14)
2073 add_flag(flgs, TR_SEE_INVIS);
2074 if (creature_ptr->lev > 29)
2075 add_flag(flgs, TR_TELEPATHY);
2078 add_flag(flgs, TR_RES_FIRE);
2079 if (creature_ptr->lev > 9)
2080 add_flag(flgs, TR_SEE_INVIS);
2083 add_flag(flgs, TR_SEE_INVIS);
2084 add_flag(flgs, TR_FREE_ACT);
2085 add_flag(flgs, TR_RES_POIS);
2086 add_flag(flgs, TR_SLOW_DIGEST);
2087 if (creature_ptr->lev > 34)
2088 add_flag(flgs, TR_HOLD_EXP);
2091 add_flag(flgs, TR_SEE_INVIS);
2092 add_flag(flgs, TR_RES_SHARDS);
2093 add_flag(flgs, TR_HOLD_EXP);
2094 add_flag(flgs, TR_RES_POIS);
2095 if (creature_ptr->lev > 9)
2096 add_flag(flgs, TR_RES_COLD);
2099 add_flag(flgs, TR_SEE_INVIS);
2100 add_flag(flgs, TR_HOLD_EXP);
2101 add_flag(flgs, TR_RES_NETHER);
2102 add_flag(flgs, TR_RES_POIS);
2103 add_flag(flgs, TR_SLOW_DIGEST);
2104 if (creature_ptr->lev > 4)
2105 add_flag(flgs, TR_RES_COLD);
2108 add_flag(flgs, TR_HOLD_EXP);
2109 add_flag(flgs, TR_RES_DARK);
2110 add_flag(flgs, TR_RES_NETHER);
2111 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2112 add_flag(flgs, TR_RES_POIS);
2113 add_flag(flgs, TR_RES_COLD);
2116 add_flag(flgs, TR_LEVITATION);
2117 add_flag(flgs, TR_FREE_ACT);
2118 add_flag(flgs, TR_RES_COLD);
2119 add_flag(flgs, TR_SEE_INVIS);
2120 add_flag(flgs, TR_HOLD_EXP);
2121 add_flag(flgs, TR_RES_NETHER);
2122 add_flag(flgs, TR_RES_POIS);
2123 add_flag(flgs, TR_SLOW_DIGEST);
2125 if (creature_ptr->lev > 34)
2126 add_flag(flgs, TR_TELEPATHY);
2129 add_flag(flgs, TR_RES_LITE);
2130 add_flag(flgs, TR_LEVITATION);
2131 if (creature_ptr->lev > 9)
2132 add_flag(flgs, TR_SPEED);
2135 add_flag(flgs, TR_RES_SOUND);
2136 add_flag(flgs, TR_RES_CONF);
2139 add_flag(flgs, TR_LEVITATION);
2140 add_flag(flgs, TR_SEE_INVIS);
2143 add_flag(flgs, TR_RES_FIRE);
2144 add_flag(flgs, TR_RES_NETHER);
2145 add_flag(flgs, TR_HOLD_EXP);
2146 if (creature_ptr->lev > 9)
2147 add_flag(flgs, TR_SEE_INVIS);
2150 add_flag(flgs, TR_SUST_CON);
2153 add_flag(flgs, TR_LEVITATION);
2156 add_flag(flgs, TR_RES_CONF);
2159 add_flag(flgs, TR_FREE_ACT);
2160 add_flag(flgs, TR_RES_POIS);
2161 add_flag(flgs, TR_SLOW_DIGEST);
2162 add_flag(flgs, TR_HOLD_EXP);
2170 if (creature_ptr->muta3)
2172 if (creature_ptr->muta3 & MUT3_FLESH_ROT)
2174 remove_flag(flgs, TR_REGEN);
2177 if ((creature_ptr->muta3 & MUT3_XTRA_FAT) ||
2178 (creature_ptr->muta3 & MUT3_XTRA_LEGS) ||
2179 (creature_ptr->muta3 & MUT3_SHORT_LEG))
2181 add_flag(flgs, TR_SPEED);
2184 if (creature_ptr->muta3 & MUT3_ELEC_TOUC)
2186 add_flag(flgs, TR_SH_ELEC);
2189 if (creature_ptr->muta3 & MUT3_FIRE_BODY)
2191 add_flag(flgs, TR_SH_FIRE);
2192 add_flag(flgs, TR_LITE_1);
2195 if (creature_ptr->muta3 & MUT3_WINGS)
2197 add_flag(flgs, TR_LEVITATION);
2200 if (creature_ptr->muta3 & MUT3_FEARLESS)
2202 add_flag(flgs, TR_RES_FEAR);
2205 if (creature_ptr->muta3 & MUT3_REGEN)
2207 add_flag(flgs, TR_REGEN);
2210 if (creature_ptr->muta3 & MUT3_ESP)
2212 add_flag(flgs, TR_TELEPATHY);
2215 if (creature_ptr->muta3 & MUT3_MOTION)
2217 add_flag(flgs, TR_FREE_ACT);
2221 if (creature_ptr->pseikaku == SEIKAKU_SEXY)
2222 add_flag(flgs, TR_AGGRAVATE);
2223 if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2224 add_flag(flgs, TR_RES_CONF);
2225 if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2227 add_flag(flgs, TR_RES_BLIND);
2228 add_flag(flgs, TR_RES_CONF);
2229 add_flag(flgs, TR_HOLD_EXP);
2230 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2231 if (creature_ptr->lev > 9)
2232 add_flag(flgs, TR_SPEED);
2235 if (creature_ptr->special_defense & KATA_FUUJIN)
2236 add_flag(flgs, TR_REFLECT);
2238 if (creature_ptr->special_defense & KAMAE_GENBU)
2239 add_flag(flgs, TR_REFLECT);
2241 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2242 add_flag(flgs, TR_LEVITATION);
2244 if (creature_ptr->special_defense & KAMAE_SEIRYU)
2246 add_flag(flgs, TR_RES_FIRE);
2247 add_flag(flgs, TR_RES_COLD);
2248 add_flag(flgs, TR_RES_ACID);
2249 add_flag(flgs, TR_RES_ELEC);
2250 add_flag(flgs, TR_RES_POIS);
2251 add_flag(flgs, TR_LEVITATION);
2252 add_flag(flgs, TR_SH_FIRE);
2253 add_flag(flgs, TR_SH_ELEC);
2254 add_flag(flgs, TR_SH_COLD);
2257 if (creature_ptr->special_defense & KATA_MUSOU)
2259 add_flag(flgs, TR_RES_FEAR);
2260 add_flag(flgs, TR_RES_LITE);
2261 add_flag(flgs, TR_RES_DARK);
2262 add_flag(flgs, TR_RES_BLIND);
2263 add_flag(flgs, TR_RES_CONF);
2264 add_flag(flgs, TR_RES_SOUND);
2265 add_flag(flgs, TR_RES_SHARDS);
2266 add_flag(flgs, TR_RES_NETHER);
2267 add_flag(flgs, TR_RES_NEXUS);
2268 add_flag(flgs, TR_RES_CHAOS);
2269 add_flag(flgs, TR_RES_DISEN);
2270 add_flag(flgs, TR_REFLECT);
2271 add_flag(flgs, TR_HOLD_EXP);
2272 add_flag(flgs, TR_FREE_ACT);
2273 add_flag(flgs, TR_SH_FIRE);
2274 add_flag(flgs, TR_SH_ELEC);
2275 add_flag(flgs, TR_SH_COLD);
2276 add_flag(flgs, TR_LEVITATION);
2277 add_flag(flgs, TR_LITE_1);
2278 add_flag(flgs, TR_SEE_INVIS);
2279 add_flag(flgs, TR_TELEPATHY);
2280 add_flag(flgs, TR_SLOW_DIGEST);
2281 add_flag(flgs, TR_REGEN);
2282 add_flag(flgs, TR_SUST_STR);
2283 add_flag(flgs, TR_SUST_INT);
2284 add_flag(flgs, TR_SUST_WIS);
2285 add_flag(flgs, TR_SUST_DEX);
2286 add_flag(flgs, TR_SUST_CON);
2287 add_flag(flgs, TR_SUST_CHR);
2293 * @brief プレイヤーの一時的魔法効果による耐性を返す
2294 * Prints ratings on certain abilities
2295 * @param creature_ptr プレーヤーへの参照ポインタ
2296 * @param flgs フラグを保管する配列
2299 * xtra1.c周りと多重実装になっているのを何とかする
2301 static void tim_player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2303 for (int i = 0; i < TR_FLAG_SIZE; i++)
2306 if (IS_HERO(creature_ptr) || creature_ptr->shero)
2307 add_flag(flgs, TR_RES_FEAR);
2308 if (creature_ptr->tim_invis)
2309 add_flag(flgs, TR_SEE_INVIS);
2310 if (creature_ptr->tim_regen)
2311 add_flag(flgs, TR_REGEN);
2312 if (is_time_limit_esp(creature_ptr))
2313 add_flag(flgs, TR_TELEPATHY);
2314 if (IS_FAST(creature_ptr) || creature_ptr->slow)
2315 add_flag(flgs, TR_SPEED);
2317 if (is_oppose_acid(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ACID) && !(PRACE_IS_(creature_ptr, RACE_YEEK) && (creature_ptr->lev > 19)))
2318 add_flag(flgs, TR_RES_ACID);
2319 if (is_oppose_elec(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ELEC))
2320 add_flag(flgs, TR_RES_ELEC);
2321 if (is_oppose_fire(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_FIRE))
2322 add_flag(flgs, TR_RES_FIRE);
2323 if (is_oppose_cold(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_COLD))
2324 add_flag(flgs, TR_RES_COLD);
2325 if (is_oppose_pois(creature_ptr))
2326 add_flag(flgs, TR_RES_POIS);
2328 if (creature_ptr->special_attack & ATTACK_ACID)
2329 add_flag(flgs, TR_BRAND_ACID);
2330 if (creature_ptr->special_attack & ATTACK_ELEC)
2331 add_flag(flgs, TR_BRAND_ELEC);
2332 if (creature_ptr->special_attack & ATTACK_FIRE)
2333 add_flag(flgs, TR_BRAND_FIRE);
2334 if (creature_ptr->special_attack & ATTACK_COLD)
2335 add_flag(flgs, TR_BRAND_COLD);
2336 if (creature_ptr->special_attack & ATTACK_POIS)
2337 add_flag(flgs, TR_BRAND_POIS);
2338 if (creature_ptr->special_defense & DEFENSE_ACID)
2339 add_flag(flgs, TR_IM_ACID);
2340 if (creature_ptr->special_defense & DEFENSE_ELEC)
2341 add_flag(flgs, TR_IM_ELEC);
2342 if (creature_ptr->special_defense & DEFENSE_FIRE)
2343 add_flag(flgs, TR_IM_FIRE);
2344 if (creature_ptr->special_defense & DEFENSE_COLD)
2345 add_flag(flgs, TR_IM_COLD);
2346 if (creature_ptr->wraith_form)
2347 add_flag(flgs, TR_REFLECT);
2348 if (creature_ptr->tim_reflect)
2349 add_flag(flgs, TR_REFLECT);
2351 if (creature_ptr->magicdef)
2353 add_flag(flgs, TR_RES_BLIND);
2354 add_flag(flgs, TR_RES_CONF);
2355 add_flag(flgs, TR_REFLECT);
2356 add_flag(flgs, TR_FREE_ACT);
2357 add_flag(flgs, TR_LEVITATION);
2360 if (creature_ptr->tim_res_nether) add_flag(flgs, TR_RES_NETHER);
2362 if (creature_ptr->tim_sh_fire) add_flag(flgs, TR_SH_FIRE);
2364 if (creature_ptr->ult_res)
2366 add_flag(flgs, TR_RES_FEAR);
2367 add_flag(flgs, TR_RES_LITE);
2368 add_flag(flgs, TR_RES_DARK);
2369 add_flag(flgs, TR_RES_BLIND);
2370 add_flag(flgs, TR_RES_CONF);
2371 add_flag(flgs, TR_RES_SOUND);
2372 add_flag(flgs, TR_RES_SHARDS);
2373 add_flag(flgs, TR_RES_NETHER);
2374 add_flag(flgs, TR_RES_NEXUS);
2375 add_flag(flgs, TR_RES_CHAOS);
2376 add_flag(flgs, TR_RES_DISEN);
2377 add_flag(flgs, TR_REFLECT);
2378 add_flag(flgs, TR_HOLD_EXP);
2379 add_flag(flgs, TR_FREE_ACT);
2380 add_flag(flgs, TR_SH_FIRE);
2381 add_flag(flgs, TR_SH_ELEC);
2382 add_flag(flgs, TR_SH_COLD);
2383 add_flag(flgs, TR_LEVITATION);
2384 add_flag(flgs, TR_LITE_1);
2385 add_flag(flgs, TR_SEE_INVIS);
2386 add_flag(flgs, TR_TELEPATHY);
2387 add_flag(flgs, TR_SLOW_DIGEST);
2388 add_flag(flgs, TR_REGEN);
2389 add_flag(flgs, TR_SUST_STR);
2390 add_flag(flgs, TR_SUST_INT);
2391 add_flag(flgs, TR_SUST_WIS);
2392 add_flag(flgs, TR_SUST_DEX);
2393 add_flag(flgs, TR_SUST_CON);
2394 add_flag(flgs, TR_SUST_CHR);
2397 if (creature_ptr->realm1 != REALM_HEX) return;
2399 if (hex_spelling(creature_ptr, HEX_DEMON_AURA))
2401 add_flag(flgs, TR_SH_FIRE);
2402 add_flag(flgs, TR_REGEN);
2405 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2406 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2411 * @brief プレイヤーの装備一覧をシンボルで並べる
2413 * @param creature_ptr プレーヤーへの参照ポインタ
2414 * @param y 表示するコンソールの行
2415 * @param x 表示するコンソールの列
2419 void display_player_equippy(player_type *creature_ptr, TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2421 /* Weapon flags need only two column */
2422 int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
2424 /* Dump equippy chars */
2425 for (int i = INVEN_RARM; i < max_i; i++)
2428 o_ptr = &creature_ptr->inventory_list[i];
2430 TERM_COLOR a = object_attr(o_ptr);
2431 char c = object_char(o_ptr);
2433 if (!equippy_chars || !o_ptr->k_idx)
2439 Term_putch(x + i - INVEN_RARM, y, a, c);
2445 * @brief プレイヤーの装備による免疫フラグを返す
2446 * @param creature_ptr プレーヤーへの参照ポインタ
2447 * @param flgs フラグを保管する配列
2450 * xtra1.c周りと多重実装になっているのを何とかする
2452 static void known_obj_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2454 for (int i = 0; i < TR_FLAG_SIZE; i++)
2457 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
2459 u32b o_flgs[TR_FLAG_SIZE];
2461 o_ptr = &creature_ptr->inventory_list[i];
2462 if (!o_ptr->k_idx) continue;
2464 object_flags_known(o_ptr, o_flgs);
2465 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2466 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2467 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2468 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2474 * @brief プレイヤーの種族による免疫フラグを返す
2475 * @param creature_ptr プレーヤーへの参照ポインタ
2476 * @param flgs フラグを保管する配列
2479 * xtra1.c周りと多重実装になっているのを何とかする
2481 static void player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2483 for (int i = 0; i < TR_FLAG_SIZE; i++)
2486 if (PRACE_IS_(creature_ptr, RACE_SPECTRE))
2487 add_flag(flgs, TR_RES_NETHER);
2488 if (creature_ptr->mimic_form == MIMIC_VAMPIRE || PRACE_IS_(creature_ptr, RACE_VAMPIRE))
2489 add_flag(flgs, TR_RES_DARK);
2490 if (creature_ptr->mimic_form == MIMIC_DEMON_LORD)
2491 add_flag(flgs, TR_RES_FIRE);
2492 else if (PRACE_IS_(creature_ptr, RACE_YEEK) && creature_ptr->lev > 19)
2493 add_flag(flgs, TR_RES_ACID);
2498 * @brief プレイヤーの一時的魔法効果による免疫フラグを返す
2499 * @param creature_ptr プレーヤーへの参照ポインタ
2500 * @param flgs フラグを保管する配列
2503 * xtra1.c周りと多重実装になっているのを何とかする
2505 static void tim_player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2507 for (int i = 0; i < TR_FLAG_SIZE; i++)
2510 if (creature_ptr->special_defense & DEFENSE_ACID)
2511 add_flag(flgs, TR_RES_ACID);
2512 if (creature_ptr->special_defense & DEFENSE_ELEC)
2513 add_flag(flgs, TR_RES_ELEC);
2514 if (creature_ptr->special_defense & DEFENSE_FIRE)
2515 add_flag(flgs, TR_RES_FIRE);
2516 if (creature_ptr->special_defense & DEFENSE_COLD)
2517 add_flag(flgs, TR_RES_COLD);
2518 if (creature_ptr->wraith_form)
2519 add_flag(flgs, TR_RES_DARK);
2524 * @brief プレイヤーの種族による弱点フラグを返す
2525 * @param creature_ptr プレーヤーへの参照ポインタ
2526 * @param flgs フラグを保管する配列
2529 * xtra1.c周りと多重実装になっているのを何とかする
2531 static void player_vuln_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2533 for (int i = 0; i < TR_FLAG_SIZE; i++)
2536 if ((creature_ptr->muta3 & MUT3_VULN_ELEM) || (creature_ptr->special_defense & KATA_KOUKIJIN))
2538 add_flag(flgs, TR_RES_ACID);
2539 add_flag(flgs, TR_RES_ELEC);
2540 add_flag(flgs, TR_RES_FIRE);
2541 add_flag(flgs, TR_RES_COLD);
2544 if (PRACE_IS_(creature_ptr, RACE_ANDROID))
2545 add_flag(flgs, TR_RES_ELEC);
2546 if (PRACE_IS_(creature_ptr, RACE_ENT))
2547 add_flag(flgs, TR_RES_FIRE);
2548 if (PRACE_IS_(creature_ptr, RACE_VAMPIRE) || PRACE_IS_(creature_ptr, RACE_S_FAIRY) ||
2549 (creature_ptr->mimic_form == MIMIC_VAMPIRE))
2550 add_flag(flgs, TR_RES_LITE);
2555 * A struct for storing misc. flags
2558 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2559 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2560 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2561 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2562 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2563 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2567 * @brief プレイヤーの特性フラグ一種を表示するサブルーチン /
2568 * Helper function, see below
2569 * @param creature_ptr プレーヤーへの参照ポインタ
2570 * @param row コンソール表示位置の左上行
2571 * @param col コンソール表示位置の左上列
2572 * @param header コンソール上で表示する特性名
2573 * @param flag1 参照する特性ID
2574 * @param f プレイヤーの特性情報構造体
2575 * @param mode 表示オプション
2578 static void display_flag_aux(player_type *creature_ptr, TERM_LEN row, TERM_LEN col, concptr header, int flag1, all_player_flags *f, u16b mode)
2580 byte header_color = TERM_L_DARK;
2581 int header_col = col;
2584 if (have_flag(f->player_vuln, flag1) &&
2585 !(have_flag(f->known_obj_imm, flag1) ||
2586 have_flag(f->player_imm, flag1) ||
2587 have_flag(f->tim_player_imm, flag1)))
2590 col += strlen(header) + 1;
2592 /* Weapon flags need only two column */
2593 int max_i = (mode & DP_WP) ? INVEN_LARM + 1 : INVEN_TOTAL;
2595 for (int i = INVEN_RARM; i < max_i; i++)
2597 BIT_FLAGS flgs[TR_FLAG_SIZE];
2599 o_ptr = &creature_ptr->inventory_list[i];
2600 object_flags_known(o_ptr, flgs);
2601 if (!(mode & DP_IMM))
2602 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
2604 if (mode & DP_CURSE)
2606 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
2608 c_put_str(TERM_L_DARK, "+", row, col);
2609 header_color = TERM_WHITE;
2612 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
2614 c_put_str(TERM_WHITE, "+", row, col);
2615 header_color = TERM_WHITE;
2618 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2620 c_put_str(TERM_WHITE, "*", row, col);
2621 header_color = TERM_WHITE;
2628 if (flag1 == TR_LITE_1)
2630 if (HAVE_DARK_FLAG(flgs))
2632 c_put_str(TERM_L_DARK, "+", row, col);
2633 header_color = TERM_WHITE;
2635 else if (HAVE_LITE_FLAG(flgs))
2637 c_put_str(TERM_WHITE, "+", row, col);
2638 header_color = TERM_WHITE;
2645 if (have_flag(flgs, flag1))
2647 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
2648 (mode & DP_IMM) ? "*" : "+", row, col);
2649 header_color = TERM_WHITE;
2657 if (header_color != TERM_L_DARK)
2659 c_put_str(header_color, header, row, header_col);
2665 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
2666 if (have_flag(f->player_flags, flag1))
2668 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
2669 header_color = TERM_WHITE;
2672 if (have_flag(f->tim_player_flags, flag1))
2674 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
2675 header_color = TERM_WHITE;
2678 if (have_flag(f->tim_player_imm, flag1))
2680 c_put_str(TERM_YELLOW, "*", row, col);
2681 header_color = TERM_WHITE;
2684 if (have_flag(f->player_imm, flag1))
2686 c_put_str(TERM_WHITE, "*", row, col);
2687 header_color = TERM_WHITE;
2690 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
2691 c_put_str(header_color, header, row, header_col);
2696 * @brief プレイヤーの特性フラグ一覧表示1 /
2697 * @param creature_ptr プレーヤーへの参照ポインタ
2698 * Special display, part 1
2701 static void display_player_flag_info(player_type *creature_ptr)
2704 player_flags(creature_ptr, f.player_flags);
2705 tim_player_flags(creature_ptr, f.tim_player_flags);
2706 player_immunity(creature_ptr, f.player_imm);
2707 tim_player_immunity(creature_ptr, f.tim_player_imm);
2708 known_obj_immunity(creature_ptr, f.known_obj_imm);
2709 player_vuln_flags(creature_ptr, f.player_vuln);
2714 display_player_equippy(creature_ptr, row - 2, col + 8, 0);
2715 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
2718 display_flag_aux(creature_ptr, row + 0, col, "耐酸 :", TR_RES_ACID, &f, 0);
2719 display_flag_aux(creature_ptr, row + 0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
2720 display_flag_aux(creature_ptr, row + 1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
2721 display_flag_aux(creature_ptr, row + 1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
2722 display_flag_aux(creature_ptr, row + 2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
2723 display_flag_aux(creature_ptr, row + 2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
2724 display_flag_aux(creature_ptr, row + 3, col, "耐冷気:", TR_RES_COLD, &f, 0);
2725 display_flag_aux(creature_ptr, row + 3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
2726 display_flag_aux(creature_ptr, row + 4, col, "耐毒 :", TR_RES_POIS, &f, 0);
2727 display_flag_aux(creature_ptr, row + 5, col, "耐閃光:", TR_RES_LITE, &f, 0);
2728 display_flag_aux(creature_ptr, row + 6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
2729 display_flag_aux(creature_ptr, row + 7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
2730 display_flag_aux(creature_ptr, row + 8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
2731 display_flag_aux(creature_ptr, row + 9, col, "耐混乱:", TR_RES_CONF, &f, 0);
2733 display_flag_aux(creature_ptr, row + 0, col, "Acid :", TR_RES_ACID, &f, 0);
2734 display_flag_aux(creature_ptr, row + 0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
2735 display_flag_aux(creature_ptr, row + 1, col, "Elec :", TR_RES_ELEC, &f, 0);
2736 display_flag_aux(creature_ptr, row + 1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
2737 display_flag_aux(creature_ptr, row + 2, col, "Fire :", TR_RES_FIRE, &f, 0);
2738 display_flag_aux(creature_ptr, row + 2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
2739 display_flag_aux(creature_ptr, row + 3, col, "Cold :", TR_RES_COLD, &f, 0);
2740 display_flag_aux(creature_ptr, row + 3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
2741 display_flag_aux(creature_ptr, row + 4, col, "Poison:", TR_RES_POIS, &f, 0);
2742 display_flag_aux(creature_ptr, row + 5, col, "Light :", TR_RES_LITE, &f, 0);
2743 display_flag_aux(creature_ptr, row + 6, col, "Dark :", TR_RES_DARK, &f, 0);
2744 display_flag_aux(creature_ptr, row + 7, col, "Shard :", TR_RES_SHARDS, &f, 0);
2745 display_flag_aux(creature_ptr, row + 8, col, "Blind :", TR_RES_BLIND, &f, 0);
2746 display_flag_aux(creature_ptr, row + 9, col, "Conf :", TR_RES_CONF, &f, 0);
2752 display_player_equippy(creature_ptr, row - 2, col + 8, 0);
2753 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 8);
2756 display_flag_aux(creature_ptr, row + 0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
2757 display_flag_aux(creature_ptr, row + 1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
2758 display_flag_aux(creature_ptr, row + 2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
2759 display_flag_aux(creature_ptr, row + 3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
2760 display_flag_aux(creature_ptr, row + 4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
2761 display_flag_aux(creature_ptr, row + 5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
2762 display_flag_aux(creature_ptr, row + 6, col, "反射 :", TR_REFLECT, &f, 0);
2763 display_flag_aux(creature_ptr, row + 7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
2764 display_flag_aux(creature_ptr, row + 8, col, "電気オ:", TR_SH_ELEC, &f, 0);
2765 display_flag_aux(creature_ptr, row + 9, col, "冷気オ:", TR_SH_COLD, &f, 0);
2767 display_flag_aux(creature_ptr, row + 0, col, "Sound :", TR_RES_SOUND, &f, 0);
2768 display_flag_aux(creature_ptr, row + 1, col, "Nether:", TR_RES_NETHER, &f, 0);
2769 display_flag_aux(creature_ptr, row + 2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
2770 display_flag_aux(creature_ptr, row + 3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
2771 display_flag_aux(creature_ptr, row + 4, col, "Disnch:", TR_RES_DISEN, &f, 0);
2772 display_flag_aux(creature_ptr, row + 5, col, "Fear :", TR_RES_FEAR, &f, 0);
2773 display_flag_aux(creature_ptr, row + 6, col, "Reflct:", TR_REFLECT, &f, 0);
2774 display_flag_aux(creature_ptr, row + 7, col, "AuFire:", TR_SH_FIRE, &f, 0);
2775 display_flag_aux(creature_ptr, row + 8, col, "AuElec:", TR_SH_ELEC, &f, 0);
2776 display_flag_aux(creature_ptr, row + 9, col, "AuCold:", TR_SH_COLD, &f, 0);
2782 display_player_equippy(creature_ptr, row - 2, col + 12, 0);
2783 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 12);
2786 display_flag_aux(creature_ptr, row + 0, col, "加速 :", TR_SPEED, &f, 0);
2787 display_flag_aux(creature_ptr, row + 1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
2788 display_flag_aux(creature_ptr, row + 2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
2789 display_flag_aux(creature_ptr, row + 3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
2790 display_flag_aux(creature_ptr, row + 4, col, "警告 :", TR_WARNING, &f, 0);
2791 display_flag_aux(creature_ptr, row + 5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
2792 display_flag_aux(creature_ptr, row + 6, col, "急回復 :", TR_REGEN, &f, 0);
2793 display_flag_aux(creature_ptr, row + 7, col, "浮遊 :", TR_LEVITATION, &f, 0);
2794 display_flag_aux(creature_ptr, row + 8, col, "永遠光源 :", TR_LITE_1, &f, 0);
2795 display_flag_aux(creature_ptr, row + 9, col, "呪い :", 0, &f, DP_CURSE);
2797 display_flag_aux(creature_ptr, row + 0, col, "Speed :", TR_SPEED, &f, 0);
2798 display_flag_aux(creature_ptr, row + 1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
2799 display_flag_aux(creature_ptr, row + 2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
2800 display_flag_aux(creature_ptr, row + 3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
2801 display_flag_aux(creature_ptr, row + 4, col, "Warning :", TR_WARNING, &f, 0);
2802 display_flag_aux(creature_ptr, row + 5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
2803 display_flag_aux(creature_ptr, row + 6, col, "Regene. :", TR_REGEN, &f, 0);
2804 display_flag_aux(creature_ptr, row + 7, col, "Levitation:", TR_LEVITATION, &f, 0);
2805 display_flag_aux(creature_ptr, row + 8, col, "Perm Lite :", TR_LITE_1, &f, 0);
2806 display_flag_aux(creature_ptr, row + 9, col, "Cursed :", 0, &f, DP_CURSE);
2812 * @brief プレイヤーの特性フラグ一覧表示2 /
2813 * @param creature_ptr プレーヤーへの参照ポインタ
2814 * Special display, part 2
2817 static void display_player_other_flag_info(player_type *creature_ptr)
2819 /* Extract flags and store */
2821 player_flags(creature_ptr, f.player_flags);
2822 tim_player_flags(creature_ptr, f.tim_player_flags);
2823 player_immunity(creature_ptr, f.player_imm);
2824 tim_player_immunity(creature_ptr, f.tim_player_imm);
2825 known_obj_immunity(creature_ptr, f.known_obj_imm);
2826 player_vuln_flags(creature_ptr, f.player_vuln);
2831 display_player_equippy(creature_ptr, row - 2, col + 12, DP_WP);
2832 c_put_str(TERM_WHITE, "ab@", row - 1, col + 12);
2835 display_flag_aux(creature_ptr, row + 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
2836 display_flag_aux(creature_ptr, row + 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP | DP_IMM));
2837 display_flag_aux(creature_ptr, row + 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
2838 display_flag_aux(creature_ptr, row + 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP | DP_IMM));
2839 display_flag_aux(creature_ptr, row + 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
2840 display_flag_aux(creature_ptr, row + 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP | DP_IMM));
2841 display_flag_aux(creature_ptr, row + 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
2842 display_flag_aux(creature_ptr, row + 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP | DP_IMM));
2843 display_flag_aux(creature_ptr, row + 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
2844 display_flag_aux(creature_ptr, row + 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP | DP_IMM));
2845 display_flag_aux(creature_ptr, row + 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
2846 display_flag_aux(creature_ptr, row + 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP | DP_IMM));
2847 display_flag_aux(creature_ptr, row + 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
2848 display_flag_aux(creature_ptr, row + 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP | DP_IMM));
2849 display_flag_aux(creature_ptr, row + 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
2850 display_flag_aux(creature_ptr, row + 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP | DP_IMM));
2851 display_flag_aux(creature_ptr, row + 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
2852 display_flag_aux(creature_ptr, row + 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP | DP_IMM));
2853 display_flag_aux(creature_ptr, row + 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
2854 display_flag_aux(creature_ptr, row + 10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
2855 display_flag_aux(creature_ptr, row + 11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
2856 display_flag_aux(creature_ptr, row + 12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
2857 display_flag_aux(creature_ptr, row + 13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
2858 display_flag_aux(creature_ptr, row + 14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
2859 display_flag_aux(creature_ptr, row + 15, col, "地震 :", TR_IMPACT, &f, DP_WP);
2860 display_flag_aux(creature_ptr, row + 16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
2861 display_flag_aux(creature_ptr, row + 17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
2862 display_flag_aux(creature_ptr, row + 18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
2864 display_flag_aux(creature_ptr, row + 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
2865 display_flag_aux(creature_ptr, row + 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP | DP_IMM));
2866 display_flag_aux(creature_ptr, row + 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
2867 display_flag_aux(creature_ptr, row + 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP | DP_IMM));
2868 display_flag_aux(creature_ptr, row + 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
2869 display_flag_aux(creature_ptr, row + 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP | DP_IMM));
2870 display_flag_aux(creature_ptr, row + 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
2871 display_flag_aux(creature_ptr, row + 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP | DP_IMM));
2872 display_flag_aux(creature_ptr, row + 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
2873 display_flag_aux(creature_ptr, row + 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP | DP_IMM));
2874 display_flag_aux(creature_ptr, row + 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
2875 display_flag_aux(creature_ptr, row + 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP | DP_IMM));
2876 display_flag_aux(creature_ptr, row + 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
2877 display_flag_aux(creature_ptr, row + 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP | DP_IMM));
2878 display_flag_aux(creature_ptr, row + 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
2879 display_flag_aux(creature_ptr, row + 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP | DP_IMM));
2880 display_flag_aux(creature_ptr, row + 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
2881 display_flag_aux(creature_ptr, row + 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP | DP_IMM));
2882 display_flag_aux(creature_ptr, row + 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
2883 display_flag_aux(creature_ptr, row + 10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
2884 display_flag_aux(creature_ptr, row + 11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
2885 display_flag_aux(creature_ptr, row + 12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
2886 display_flag_aux(creature_ptr, row + 13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
2887 display_flag_aux(creature_ptr, row + 14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
2888 display_flag_aux(creature_ptr, row + 15, col, "Quake :", TR_IMPACT, &f, DP_WP);
2889 display_flag_aux(creature_ptr, row + 16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
2890 display_flag_aux(creature_ptr, row + 17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
2891 display_flag_aux(creature_ptr, row + 18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
2897 display_player_equippy(creature_ptr, row - 2, col + 13, 0);
2898 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 13);
2901 display_flag_aux(creature_ptr, row + 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
2902 display_flag_aux(creature_ptr, row + 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
2903 display_flag_aux(creature_ptr, row + 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
2904 display_flag_aux(creature_ptr, row + 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
2905 display_flag_aux(creature_ptr, row + 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
2906 display_flag_aux(creature_ptr, row + 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
2907 display_flag_aux(creature_ptr, row + 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
2908 display_flag_aux(creature_ptr, row + 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
2909 display_flag_aux(creature_ptr, row + 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
2910 display_flag_aux(creature_ptr, row + 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
2911 display_flag_aux(creature_ptr, row + 10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
2912 display_flag_aux(creature_ptr, row + 11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
2913 display_flag_aux(creature_ptr, row + 12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
2914 display_flag_aux(creature_ptr, row + 13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
2915 display_flag_aux(creature_ptr, row + 14, col, "知力維持 :", TR_SUST_INT, &f, 0);
2916 display_flag_aux(creature_ptr, row + 15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
2917 display_flag_aux(creature_ptr, row + 16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
2918 display_flag_aux(creature_ptr, row + 17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
2919 display_flag_aux(creature_ptr, row + 18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
2921 display_flag_aux(creature_ptr, row + 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
2922 display_flag_aux(creature_ptr, row + 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
2923 display_flag_aux(creature_ptr, row + 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
2924 display_flag_aux(creature_ptr, row + 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
2925 display_flag_aux(creature_ptr, row + 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
2926 display_flag_aux(creature_ptr, row + 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
2927 display_flag_aux(creature_ptr, row + 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
2928 display_flag_aux(creature_ptr, row + 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
2929 display_flag_aux(creature_ptr, row + 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
2930 display_flag_aux(creature_ptr, row + 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
2931 display_flag_aux(creature_ptr, row + 10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
2932 display_flag_aux(creature_ptr, row + 11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
2933 display_flag_aux(creature_ptr, row + 12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
2934 display_flag_aux(creature_ptr, row + 13, col, "Sust Str :", TR_SUST_STR, &f, 0);
2935 display_flag_aux(creature_ptr, row + 14, col, "Sust Int :", TR_SUST_INT, &f, 0);
2936 display_flag_aux(creature_ptr, row + 15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
2937 display_flag_aux(creature_ptr, row + 16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
2938 display_flag_aux(creature_ptr, row + 17, col, "Sust Con :", TR_SUST_CON, &f, 0);
2939 display_flag_aux(creature_ptr, row + 18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
2944 col = col + 12 + 17;
2945 display_player_equippy(creature_ptr, row - 2, col + 14, 0);
2946 c_put_str(TERM_WHITE, "abcdefghijkl@", row - 1, col + 14);
2949 display_flag_aux(creature_ptr, row + 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
2950 display_flag_aux(creature_ptr, row + 1, col, "採掘 :", TR_TUNNEL, &f, 0);
2951 display_flag_aux(creature_ptr, row + 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
2952 display_flag_aux(creature_ptr, row + 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
2953 display_flag_aux(creature_ptr, row + 4, col, "隠密 :", TR_STEALTH, &f, 0);
2954 display_flag_aux(creature_ptr, row + 5, col, "探索 :", TR_SEARCH, &f, 0);
2956 display_flag_aux(creature_ptr, row + 7, col, "乗馬 :", TR_RIDING, &f, 0);
2957 display_flag_aux(creature_ptr, row + 8, col, "投擲 :", TR_THROW, &f, 0);
2958 display_flag_aux(creature_ptr, row + 9, col, "祝福 :", TR_BLESSED, &f, 0);
2959 display_flag_aux(creature_ptr, row + 10, col, "反テレポート:", TR_NO_TELE, &f, 0);
2960 display_flag_aux(creature_ptr, row + 11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
2961 display_flag_aux(creature_ptr, row + 12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
2963 display_flag_aux(creature_ptr, row + 14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
2964 display_flag_aux(creature_ptr, row + 15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
2965 display_flag_aux(creature_ptr, row + 16, col, "反感 :", TR_AGGRAVATE, &f, 0);
2966 display_flag_aux(creature_ptr, row + 17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
2968 display_flag_aux(creature_ptr, row + 0, col, "Add Blows :", TR_BLOWS, &f, 0);
2969 display_flag_aux(creature_ptr, row + 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
2970 display_flag_aux(creature_ptr, row + 2, col, "Add Infra :", TR_INFRA, &f, 0);
2971 display_flag_aux(creature_ptr, row + 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
2972 display_flag_aux(creature_ptr, row + 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
2973 display_flag_aux(creature_ptr, row + 5, col, "Add Search :", TR_SEARCH, &f, 0);
2975 display_flag_aux(creature_ptr, row + 7, col, "Riding :", TR_RIDING, &f, 0);
2976 display_flag_aux(creature_ptr, row + 8, col, "Throw :", TR_THROW, &f, 0);
2977 display_flag_aux(creature_ptr, row + 9, col, "Blessed :", TR_BLESSED, &f, 0);
2978 display_flag_aux(creature_ptr, row + 10, col, "No Teleport :", TR_NO_TELE, &f, 0);
2979 display_flag_aux(creature_ptr, row + 11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
2980 display_flag_aux(creature_ptr, row + 12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
2982 display_flag_aux(creature_ptr, row + 14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
2983 display_flag_aux(creature_ptr, row + 15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
2984 display_flag_aux(creature_ptr, row + 16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
2985 display_flag_aux(creature_ptr, row + 17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
2992 * @brief プレイヤーの特性フラグ一覧表示2a /
2993 * @param creature_ptr プレーヤーへの参照ポインタ
2994 * Special display, part 2a
2997 static void display_player_misc_info(player_type *creature_ptr)
3000 put_str("名前 :", 1, 26);
3001 put_str("性別 :", 3, 1);
3002 put_str("種族 :", 4, 1);
3003 put_str("職業 :", 5, 1);
3005 put_str("Name :", 1, 26);
3006 put_str("Sex :", 3, 1);
3007 put_str("Race :", 4, 1);
3008 put_str("Class :", 5, 1);
3013 strcpy(tmp, ap_ptr->title);
3015 if (ap_ptr->no == 1)
3020 strcat(tmp, creature_ptr->name);
3022 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3023 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3024 c_put_str(TERM_L_BLUE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3025 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3028 put_str("レベル:", 6, 1);
3029 put_str("HP :", 7, 1);
3030 put_str("MP :", 8, 1);
3032 put_str("Level :", 6, 1);
3033 put_str("Hits :", 7, 1);
3034 put_str("Mana :", 8, 1);
3037 (void)sprintf(buf, "%d", (int)creature_ptr->lev);
3038 c_put_str(TERM_L_BLUE, buf, 6, 9);
3039 (void)sprintf(buf, "%d/%d", (int)creature_ptr->chp, (int)creature_ptr->mhp);
3040 c_put_str(TERM_L_BLUE, buf, 7, 9);
3041 (void)sprintf(buf, "%d/%d", (int)creature_ptr->csp, (int)creature_ptr->msp);
3042 c_put_str(TERM_L_BLUE, buf, 8, 9);
3047 * @brief プレイヤーの特性フラグ一覧表示2b /
3048 * Special display, part 2b
3049 * @param creature_ptr プレーヤーへの参照ポインタ
3053 * How to print out the modifications and sustains.
3054 * Positive mods with no sustain will be light green.
3055 * Positive mods with a sustain will be dark green.
3056 * Sustains (with no modification) will be a dark green 's'.
3057 * Negative mods (from a curse) will be red.
3058 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3059 * No mod, no sustain, will be a slate '.'
3062 static void display_player_stat_info(player_type *creature_ptr)
3064 /* Print out the labels for the columns */
3067 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col + 1);
3068 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col + 7);
3069 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col + 13);
3070 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col + 28);
3071 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col + 35);
3073 /* Display the stats */
3075 for (int i = 0; i < A_MAX; i++)
3078 if (creature_ptr->mimic_form) r_adj = mimic_info[creature_ptr->mimic_form].r_adj[i];
3079 else r_adj = rp_ptr->r_adj[i];
3083 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] > 18))
3084 e_adj = (creature_ptr->stat_top[i] - creature_ptr->stat_max[i]) / 10;
3085 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] <= 18))
3086 e_adj = creature_ptr->stat_top[i] - creature_ptr->stat_max[i];
3087 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] > 18))
3088 e_adj = (creature_ptr->stat_top[i] - 18) / 10 - creature_ptr->stat_max[i] + 18;
3090 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] <= 18))
3091 e_adj = creature_ptr->stat_top[i] - (creature_ptr->stat_max[i] - 19) / 10 - 19;
3093 if (PRACE_IS_(creature_ptr, RACE_ENT))
3099 if (creature_ptr->lev > 25) r_adj++;
3100 if (creature_ptr->lev > 40) r_adj++;
3101 if (creature_ptr->lev > 45) r_adj++;
3104 if (creature_ptr->lev > 25) r_adj--;
3105 if (creature_ptr->lev > 40) r_adj--;
3106 if (creature_ptr->lev > 45) r_adj--;
3112 e_adj -= cp_ptr->c_adj[i];
3113 e_adj -= ap_ptr->a_adj[i];
3115 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3116 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i + 1, stat_col + 1);
3118 c_put_str(TERM_WHITE, stat_names[i], row + i + 1, stat_col + 1);
3120 /* Internal "natural" max value. Maxes at 18/100 */
3121 /* This is useful to see if you are maxed out */
3122 cnv_stat(creature_ptr->stat_max[i], buf);
3123 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3125 c_put_str(TERM_WHITE, "!", row + i + 1, _(stat_col + 6, stat_col + 4));
3128 c_put_str(TERM_BLUE, buf, row + i + 1, stat_col + 13 - strlen(buf));
3130 /* Race, class, and equipment modifiers */
3131 (void)sprintf(buf, "%3d", r_adj);
3132 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 13);
3133 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3134 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 16);
3135 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3136 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 19);
3137 (void)sprintf(buf, "%3d", (int)e_adj);
3138 c_put_str(TERM_L_BLUE, buf, row + i + 1, stat_col + 22);
3140 /* Actual maximal modified value */
3141 cnv_stat(creature_ptr->stat_top[i], buf);
3142 c_put_str(TERM_L_GREEN, buf, row + i + 1, stat_col + 26);
3144 /* Only display stat_use if not maximal */
3145 if (creature_ptr->stat_use[i] < creature_ptr->stat_top[i])
3147 cnv_stat(creature_ptr->stat_use[i], buf);
3148 c_put_str(TERM_YELLOW, buf, row + i + 1, stat_col + 33);
3152 int col = stat_col + 41;
3153 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3154 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3156 BIT_FLAGS flgs[TR_FLAG_SIZE];
3157 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
3160 o_ptr = &creature_ptr->inventory_list[i];
3161 object_flags_known(o_ptr, flgs);
3163 /* Initialize color based of sign of pval. */
3164 for (int stat = 0; stat < A_MAX; stat++)
3166 byte a = TERM_SLATE;
3170 if (have_flag(flgs, stat))
3176 if (o_ptr->pval > 0)
3182 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3185 if (have_flag(flgs, stat + TR_SUST_STR))
3187 /* Dark green for sustained stats */
3192 if (o_ptr->pval < 0)
3198 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3203 else if (have_flag(flgs, stat + TR_SUST_STR))
3205 /* Dark green "s" */
3210 Term_putch(col, row + stat + 1, a, c);
3216 player_flags(creature_ptr, flgs);
3218 for (int stat = 0; stat < A_MAX; stat++)
3220 byte a = TERM_SLATE;
3223 if (creature_ptr->muta3 || creature_ptr->tsuyoshi)
3229 if (creature_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3230 if (creature_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3231 if (creature_ptr->tsuyoshi) dummy += 4;
3233 else if (stat == A_WIS || stat == A_INT)
3235 if (creature_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3236 if (creature_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3238 else if (stat == A_DEX)
3240 if (creature_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3241 if (creature_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3242 if (creature_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3244 else if (stat == A_CON)
3246 if (creature_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3247 if (creature_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3248 if (creature_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3249 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3250 if (creature_ptr->tsuyoshi) dummy += 4;
3252 else if (stat == A_CHR)
3254 if (creature_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3255 if (creature_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3256 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3257 if (creature_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3258 if (creature_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3259 if (creature_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3274 if (dummy < 10) c = '0' + dummy;
3284 if (dummy > -10) c = '0' - dummy;
3289 if (have_flag(flgs, stat + TR_SUST_STR))
3291 /* Dark green "s" */
3296 Term_putch(col, row + stat + 1, a, c);
3302 * @brief プレイヤーのステータス表示メイン処理
3303 * Display the character on the screen (various modes)
3304 * @param creature_ptr プレーヤーへの参照ポインタ
3305 * @param mode 表示モードID
3309 * The top one and bottom two lines are left blank.
3310 * Mode 0 = standard display with skills
3311 * Mode 1 = standard display with history
3312 * Mode 2 = summary of various things
3313 * Mode 3 = summary of various things (part 2)
3314 * Mode 4 = mutations
3317 void display_player(player_type *creature_ptr, int mode)
3319 if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
3328 display_player_misc_info(creature_ptr);
3329 display_player_stat_info(creature_ptr);
3330 display_player_flag_info(creature_ptr);
3336 display_player_other_flag_info(creature_ptr);
3342 do_cmd_knowledge_mutations(creature_ptr);
3347 if ((mode != 0) && (mode != 1)) return;
3349 /* Name, Sex, Race, Class */
3351 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の" : "", creature_ptr->name);
3353 sprintf(tmp, "%s %s", ap_ptr->title, creature_ptr->name);
3356 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3357 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3358 display_player_one_line(ENTRY_RACE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3359 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3361 if (creature_ptr->realm1)
3363 if (creature_ptr->realm2)
3364 sprintf(tmp, "%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]);
3366 strcpy(tmp, realm_names[creature_ptr->realm1]);
3367 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3370 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
3371 display_player_one_line(ENTRY_PATRON, chaos_patrons[creature_ptr->chaos_patron], TERM_L_BLUE);
3373 /* Age, Height, Weight, Social */
3374 /* 身長はセンチメートルに、体重はキログラムに変更してあります */
3376 display_player_one_line(ENTRY_AGE, format("%d才", (int)creature_ptr->age), TERM_L_BLUE);
3377 display_player_one_line(ENTRY_HEIGHT, format("%dcm", (int)((creature_ptr->ht * 254) / 100)), TERM_L_BLUE);
3378 display_player_one_line(ENTRY_WEIGHT, format("%dkg", (int)((creature_ptr->wt * 4536) / 10000)), TERM_L_BLUE);
3379 display_player_one_line(ENTRY_SOCIAL, format("%d ", (int)creature_ptr->sc), TERM_L_BLUE);
3381 display_player_one_line(ENTRY_AGE, format("%d", (int)creature_ptr->age), TERM_L_BLUE);
3382 display_player_one_line(ENTRY_HEIGHT, format("%d", (int)creature_ptr->ht), TERM_L_BLUE);
3383 display_player_one_line(ENTRY_WEIGHT, format("%d", (int)creature_ptr->wt), TERM_L_BLUE);
3384 display_player_one_line(ENTRY_SOCIAL, format("%d", (int)creature_ptr->sc), TERM_L_BLUE);
3386 display_player_one_line(ENTRY_ALIGN, format("%s", your_alignment(creature_ptr)), TERM_L_BLUE);
3389 for (int i = 0; i < A_MAX; i++)
3391 /* Special treatment of "injured" stats */
3392 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3396 /* Use lowercase stat name */
3397 put_str(stat_names_reduced[i], 3 + i, 53);
3399 /* Get the current stat */
3400 value = creature_ptr->stat_use[i];
3402 /* Obtain the current stat (modified) */
3403 cnv_stat(value, buf);
3405 /* Display the current stat (modified) */
3406 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3408 /* Acquire the max stat */
3409 value = creature_ptr->stat_top[i];
3411 /* Obtain the maximum stat (modified) */
3412 cnv_stat(value, buf);
3414 /* Display the maximum stat (modified) */
3415 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3418 /* Normal treatment of "normal" stats */
3421 /* Assume uppercase stat name */
3422 put_str(stat_names[i], 3 + i, 53);
3424 /* Obtain the current stat (modified) */
3425 cnv_stat(creature_ptr->stat_use[i], buf);
3427 /* Display the current stat (modified) */
3428 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3431 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3433 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58 - 2));
3437 /* Display "history" info */
3438 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3441 display_player_middle(creature_ptr);
3442 display_player_various(creature_ptr);
3447 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3449 for (int i = 0; i < 4; i++)
3451 put_str(creature_ptr->history[i], i + 12, 10);
3456 if (creature_ptr->is_dead)
3458 if (current_world_ptr->total_winner)
3461 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(creature_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3463 sprintf(statmsg, "...You %s after winning.", streq(creature_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3466 else if (!floor_ptr->dun_level)
3469 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(creature_ptr), creature_ptr->died_from);
3471 sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name(creature_ptr));
3474 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
3476 /* Get the quest text */
3477 /* Bewere that INIT_ASSIGN resets the cur_num. */
3478 init_flags = INIT_NAME_ONLY;
3480 process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
3483 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[floor_ptr->inside_quest].name, creature_ptr->died_from);
3485 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", creature_ptr->died_from, quest[floor_ptr->inside_quest].name);
3491 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(creature_ptr), (int)floor_ptr->dun_level, creature_ptr->died_from);
3493 sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, floor_ptr->dun_level, map_name(creature_ptr));
3497 else if (current_world_ptr->character_dungeon)
3499 if (!floor_ptr->dun_level)
3501 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name(creature_ptr));
3503 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
3505 /* Clear the text */
3506 /* Must be done before doing INIT_SHOW_TEXT */
3507 for (int i = 0; i < 10; i++)
3509 quest_text[i][0] = '\0';
3512 quest_text_line = 0;
3514 /* Get the quest text */
3515 init_flags = INIT_NAME_ONLY;
3516 process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
3517 sprintf(statmsg, _("…あなたは現在、 クエスト「%s」を遂行中だ。", "...Now, you are in the quest '%s'."), quest[floor_ptr->inside_quest].name);
3522 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(creature_ptr), (int)floor_ptr->dun_level);
3524 sprintf(statmsg, "...Now, you are exploring level %d of %s.", floor_ptr->dun_level, map_name(creature_ptr));
3529 if (!*statmsg) return;
3532 roff_to_buf(statmsg, 60, temp, sizeof(temp));
3535 for (int i = 0; i < 2; i++)
3537 if (t[0] == 0) return;
3539 put_str(t, i + 5 + 12, 10);
3546 * @brief プレイヤーのステータス表示をファイルにダンプする
3547 * @param creature_ptr プレーヤーへの参照ポインタ
3548 * @param fff ファイルポインタ
3551 static void dump_aux_display_player(player_type *creature_ptr, FILE *fff)
3556 display_player(creature_ptr, 0);
3558 for (TERM_LEN y = 1; y < 22; y++)
3561 for (x = 0; x < 79; x++)
3563 (void)(Term_what(x, y, &a, &c));
3568 while ((x > 0) && (buf[x - 1] == ' '))
3571 fprintf(fff, _("%s\n", "%s\n"), buf);
3574 display_player(creature_ptr, 1);
3575 for (TERM_LEN y = 10; y < 19; y++)
3578 for (x = 0; x < 79; x++)
3580 (void)(Term_what(x, y, &a, &c));
3585 while ((x > 0) && (buf[x - 1] == ' '))
3588 fprintf(fff, "%s\n", buf);
3592 display_player(creature_ptr, 2);
3593 for (TERM_LEN y = 2; y < 22; y++)
3596 for (x = 0; x < 79; x++)
3598 (void)(Term_what(x, y, &a, &c));
3606 while ((x > 0) && (buf[x - 1] == ' '))
3609 fprintf(fff, "%s\n", buf);
3613 display_player(creature_ptr, 3);
3614 for (TERM_LEN y = 1; y < 22; y++)
3617 for (x = 0; x < 79; x++)
3619 (void)(Term_what(x, y, &a, &c));
3627 while ((x > 0) && (buf[x - 1] == ' '))
3630 fprintf(fff, "%s\n", buf);
3638 * @brief プレイヤーのペット情報をファイルにダンプする
3639 * @param creature_ptr プレーヤーへの参照ポインタ
3640 * @param fff ファイルポインタ
3643 static void dump_aux_pet(player_type *master_ptr, FILE *fff)
3646 bool pet_settings = FALSE;
3647 for (int i = master_ptr->current_floor_ptr->m_max - 1; i >= 1; i--)
3649 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
3651 if (!monster_is_valid(m_ptr)) continue;
3652 if (!is_pet(m_ptr)) continue;
3653 pet_settings = TRUE;
3654 if (!m_ptr->nickname && (master_ptr->riding != i)) continue;
3657 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
3661 GAME_TEXT pet_name[MAX_NLEN];
3662 monster_desc(master_ptr, pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
3663 fprintf(fff, "%s\n", pet_name);
3666 if (!pet_settings) return;
3668 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
3670 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
3671 (master_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
3673 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
3674 (master_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
3676 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
3677 (master_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
3679 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
3680 (master_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
3682 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
3683 (master_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
3685 fprintf(fff, _("\n プレイヤーを巻き込む範囲魔法を使う: %s", "\n Allow involve player in area spell: %s"),
3686 (master_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
3693 * todo ここはenum/switchで扱いたい
3694 * @brief プレイヤーの職業能力情報をファイルにダンプする
3695 * @param creature_ptr プレーヤーへの参照ポインタ
3696 * @param fff ファイルポインタ
3699 static void dump_aux_class_special(player_type *creature_ptr, FILE *fff)
3701 bool is_special_class = creature_ptr->pclass == CLASS_MAGIC_EATER;
3702 is_special_class |= creature_ptr->pclass == CLASS_SMITH;
3703 is_special_class |= creature_ptr->pclass != CLASS_BLUE_MAGE;
3704 if (!is_special_class) return;
3706 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
3708 char s[EATER_EXT][MAX_NLEN];
3709 OBJECT_TYPE_VALUE tval = 0;
3710 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
3712 for (int ext = 0; ext < 3; ext++)
3716 /* Dump an extent name */
3721 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
3725 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
3729 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
3733 /* Get magic device names that were eaten */
3734 for (OBJECT_SUBTYPE_VALUE i = 0; i < EATER_EXT; i++)
3736 int idx = EATER_EXT * ext + i;
3737 int magic_num = creature_ptr->magic_num2[idx];
3738 if (!magic_num) continue;
3740 KIND_OBJECT_IDX k_idx = lookup_kind(tval, i);
3741 if (!k_idx) continue;
3742 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
3746 /* Dump magic devices in this extent */
3749 fputs(_(" (なし)\n", " (none)\n"), fff);
3753 OBJECT_SUBTYPE_VALUE i;
3754 for (i = 0; i < eat_num; i++)
3757 if (i % 3 < 2) fputs(" ", fff);
3758 else fputs("\n", fff);
3761 if (i % 3 > 0) fputs("\n", fff);
3767 if (creature_ptr->pclass == CLASS_SMITH)
3769 int i, id[250], n = 0, row;
3771 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
3772 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
3773 "Essence Num Essence Num Essence Num "));
3774 for (i = 0; essence_name[i]; i++)
3776 if (!essence_name[i][0]) continue;
3783 for (i = 0; i < row; i++)
3786 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)creature_ptr->magic_num1[id[i]]);
3787 if (i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)creature_ptr->magic_num1[id[i + row]]);
3788 if (i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)creature_ptr->magic_num1[id[i + row * 2]]);
3798 int spellnum[MAX_MONSPELLS];
3799 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
3804 for (int i = 0; i < 60; i++)
3809 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
3811 for (int j = 1; j < 6; j++)
3814 set_rf_masks(&f4, &f5, &f6, j);
3817 case MONSPELL_TYPE_BOLT:
3818 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
3821 case MONSPELL_TYPE_BALL:
3822 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
3825 case MONSPELL_TYPE_BREATH:
3826 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
3829 case MONSPELL_TYPE_SUMMON:
3830 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
3833 case MONSPELL_TYPE_OTHER:
3834 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
3839 for (int i = 0; i < 32; i++)
3841 if ((0x00000001 << i) & f4) spellnum[num++] = i;
3844 for (int i = 32; i < 64; i++)
3846 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
3849 for (int i = 64; i < 96; i++)
3851 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
3856 strcat(p[col], " ");
3858 for (int i = 0; i < num; i++)
3860 if (creature_ptr->magic_num2[spellnum[i]] == 0) continue;
3863 /* Dump blue magic */
3864 l1 = strlen(p[col]);
3865 l2 = strlen(monster_powers_short[spellnum[i]]);
3866 if ((l1 + l2) >= 75)
3868 strcat(p[col], "\n");
3870 strcat(p[col], " ");
3873 strcat(p[col], monster_powers_short[spellnum[i]]);
3874 strcat(p[col], ", ");
3879 strcat(p[col], _("なし", "None"));
3880 strcat(p[col], "\n");
3884 if (p[col][strlen(p[col]) - 2] == ',')
3886 p[col][strlen(p[col]) - 2] = '\0';
3890 p[col][strlen(p[col]) - 10] = '\0';
3893 strcat(p[col], "\n");
3896 for (int i = 0; i <= col; i++)
3904 * @brief クエスト情報をファイルにダンプする
3905 * @param creature_ptr プレーヤーへの参照ポインタ
3906 * @param fff ファイルポインタ
3909 static void dump_aux_quest(player_type *creature_ptr, FILE *fff)
3911 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
3912 QUEST_IDX *quest_num;
3913 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
3915 for (QUEST_IDX i = 1; i < max_q_idx; i++)
3918 ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
3921 do_cmd_knowledge_quests_completed(creature_ptr, fff, quest_num);
3923 do_cmd_knowledge_quests_failed(creature_ptr, fff, quest_num);
3926 C_KILL(quest_num, max_q_idx, QUEST_IDX);
3931 * @brief 死の直前メッセージ並びに遺言をファイルにダンプする
3932 * @param creature_ptr プレーヤーへの参照ポインタ
3933 * @param fff ファイルポインタ
3936 static void dump_aux_last_message(player_type *creature_ptr, FILE *fff)
3938 if (!creature_ptr->is_dead) return;
3940 if (!current_world_ptr->total_winner)
3942 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
3943 for (int i = MIN(message_num(), 30); i >= 0; i--)
3945 fprintf(fff, "> %s\n", message_str((s16b)i));
3952 if (creature_ptr->last_message)
3954 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
3955 fprintf(fff, " %s\n", creature_ptr->last_message);
3962 * @brief 帰還場所情報をファイルにダンプする
3963 * @param fff ファイルポインタ
3966 static void dump_aux_recall(FILE *fff)
3968 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
3969 for (int y = 1; y < current_world_ptr->max_d_idx; y++)
3973 if (!d_info[y].maxdepth) continue;
3974 if (!max_dlv[y]) continue;
3975 if (d_info[y].final_guardian)
3977 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
3979 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
3981 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
3982 seiha ? '!' : ' ', d_name + d_info[y].name, (int)max_dlv[y]);
3988 * @brief オプション情報をファイルにダンプする
3989 * @param fff ファイルポインタ
3992 static void dump_aux_options(FILE *fff)
3994 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
3996 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
3999 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4001 if (ironman_small_levels)
4002 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4003 else if (always_small_levels)
4004 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4005 else if (small_levels)
4006 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4008 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4011 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4013 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4016 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4018 if (ironman_downward)
4019 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4022 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4024 if (ironman_nightmare)
4025 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4027 if (ironman_empty_levels)
4028 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4029 else if (empty_levels)
4030 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4032 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4036 if (current_world_ptr->noscore)
4037 fprintf(fff, _("\n 何か不正なことをしてしまっています。\n", "\n You have done something illegal.\n"));
4044 * @brief 闘技場の情報をファイルにダンプする
4045 * @param creature_ptr プレーヤーへの参照ポインタ
4046 * @param fff ファイルポインタ
4049 static void dump_aux_arena(player_type *creature_ptr, FILE *fff)
4051 if (lite_town || vanilla_town) return;
4053 if (creature_ptr->arena_number < 0)
4055 if (creature_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4057 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4062 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -creature_ptr->arena_number,
4063 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name);
4065 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4066 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name,
4067 -creature_ptr->arena_number, get_ordinal_number_suffix(-creature_ptr->arena_number));
4075 if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
4077 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4082 if (creature_ptr->arena_number > MAX_ARENA_MONS - 1)
4084 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4090 fprintf(fff, "\n 闘技場: %2d勝\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number));
4092 fprintf(fff, "\n Arena: %2d Victor%s\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number), (creature_ptr->arena_number > 1) ? "ies" : "y");
4099 * @brief 撃破モンスターの情報をファイルにダンプする
4100 * @param fff ファイルポインタ
4103 static void dump_aux_monsters(FILE *fff)
4105 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4107 /* Allocate the "who" array */
4110 C_MAKE(who, max_r_idx, MONRACE_IDX);
4112 /* Count monster kills */
4113 long uniq_total = 0;
4114 long norm_total = 0;
4115 for (IDX k = 1; k < max_r_idx; k++)
4117 /* Ignore unused index */
4118 monster_race *r_ptr = &r_info[k];
4119 if (!r_ptr->name) continue;
4121 if (r_ptr->flags1 & RF1_UNIQUE)
4123 bool dead = (r_ptr->max_num == 0);
4128 /* Add a unique monster to the list */
4129 who[uniq_total++] = k;
4135 if (r_ptr->r_pkills > 0)
4137 norm_total += r_ptr->r_pkills;
4141 /* No monsters is defeated */
4144 fprintf(fff, _("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4145 C_KILL(who, max_r_idx, s16b);
4149 /* Defeated more than one normal monsters */
4150 if (uniq_total == 0)
4153 fprintf(fff, "%ld体の敵を倒しています。\n", norm_total);
4155 fprintf(fff, "You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4157 C_KILL(who, max_r_idx, s16b);
4161 /* Defeated more than one unique monsters */
4163 fprintf(fff, "%ld体のユニーク・モンスターを含む、合計%ld体の敵を倒しています。\n", uniq_total, norm_total);
4165 fprintf(fff, "You have defeated %ld %s including %ld unique monster%s in total.\n", norm_total, norm_total == 1 ? "enemy" : "enemies", uniq_total, (uniq_total == 1 ? "" : "s"));
4168 /* Sort the array by dungeon depth of monsters */
4169 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4170 fprintf(fff, _("\n《上位%ld体のユニーク・モンスター》\n", "\n< Unique monsters top %ld >\n"), MIN(uniq_total, 10));
4172 for (IDX k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4174 monster_race *r_ptr = &r_info[who[k]];
4175 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4178 C_KILL(who, max_r_idx, s16b);
4183 * @brief 元種族情報をファイルにダンプする
4184 * @param creature_ptr プレーヤーへの参照ポインタ
4185 * @param fff ファイルポインタ
4188 static void dump_aux_race_history(player_type *creature_ptr, FILE *fff)
4190 if (!creature_ptr->old_race1 && !creature_ptr->old_race2) return;
4192 fprintf(fff, _("\n\n あなたは%sとして生まれた。", "\n\n You were born as %s."), race_info[creature_ptr->start_race].title);
4193 for (int i = 0; i < MAX_RACES; i++)
4195 if (creature_ptr->start_race == i) continue;
4198 if (!(creature_ptr->old_race1 & 1L << i)) continue;
4202 if (!(creature_ptr->old_race2 & 1L << (i - 32))) continue;
4205 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4213 * @brief 元魔法領域情報をファイルにダンプする
4214 * @param creature_ptr プレーヤーへの参照ポインタ
4215 * @param fff ファイルポインタ
4218 static void dump_aux_realm_history(player_type *creature_ptr, FILE *fff)
4220 if (creature_ptr->old_realm) return;
4223 for (int i = 0; i < MAX_MAGIC; i++)
4225 if (!(creature_ptr->old_realm & 1L << i)) continue;
4226 fprintf(fff, _("\n あなたはかつて%s魔法を使えた。", "\n You were able to use %s magic before."), realm_names[i + 1]);
4234 * @brief 徳の情報をファイルにダンプする
4235 * @param creature_ptr プレーヤーへの参照ポインタ
4236 * @param fff ファイルポインタ
4239 static void dump_aux_virtues(player_type *creature_ptr, FILE *fff)
4241 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4243 int percent = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4244 (2 * creature_ptr->hitdie +
4245 ((PY_MAX_LEVEL - 1 + 3) * (creature_ptr->hitdie + 1))));
4248 if (creature_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4249 else fprintf(fff, "現在の体力ランク : ???\n\n");
4250 fprintf(fff, "能力の最大値\n");
4252 if (creature_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4253 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4254 fprintf(fff, "Limits of maximum stats\n");
4256 for (int v_nr = 0; v_nr < A_MAX; v_nr++)
4258 if ((creature_ptr->knowledge & KNOW_STAT) || creature_ptr->stat_max[v_nr] == creature_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], creature_ptr->stat_max_max[v_nr] - 18);
4259 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4262 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment(creature_ptr));
4264 dump_virtues(creature_ptr, fff);
4269 * @brief 突然変異の情報をファイルにダンプする
4270 * @param creature_ptr プレーヤーへの参照ポインタ
4271 * @param fff ファイルポインタ
4274 static void dump_aux_mutations(player_type *creature_ptr, FILE *fff)
4276 if (creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3)
4278 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4279 dump_mutations(creature_ptr, fff);
4285 * @brief 所持品の情報をファイルにダンプする
4286 * @param creature_ptr プレーヤーへの参照ポインタ
4287 * @param fff ファイルポインタ
4290 static void dump_aux_equipment_inventory(player_type *creature_ptr, FILE *fff)
4292 GAME_TEXT o_name[MAX_NLEN];
4293 if (creature_ptr->equip_cnt)
4295 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4296 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
4298 object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[i], 0);
4299 if ((((i == INVEN_RARM) && creature_ptr->hidarite) || ((i == INVEN_LARM) && creature_ptr->migite)) && creature_ptr->ryoute)
4300 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4302 fprintf(fff, "%c) %s\n",
4303 index_to_label(i), o_name);
4306 fprintf(fff, "\n\n");
4309 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4311 for (int i = 0; i < INVEN_PACK; i++)
4313 if (!creature_ptr->inventory_list[i].k_idx) break;
4314 object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[i], 0);
4315 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4318 fprintf(fff, "\n\n");
4323 * @brief 我が家と博物館のオブジェクト情報をファイルにダンプする
4324 * @param fff ファイルポインタ
4327 static void dump_aux_home_museum(player_type *creature_ptr, FILE *fff)
4330 st_ptr = &town_info[1].store[STORE_HOME];
4332 GAME_TEXT o_name[MAX_NLEN];
4333 if (st_ptr->stock_num)
4335 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4338 for (int i = 0; i < st_ptr->stock_num; i++)
4341 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4342 object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
4343 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
4346 fprintf(fff, "\n\n");
4349 st_ptr = &town_info[1].store[STORE_MUSEUM];
4351 if (st_ptr->stock_num == 0) return;
4353 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4356 for (int i = 0; i < st_ptr->stock_num; i++)
4359 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4360 object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
4361 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
4363 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4364 object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
4365 fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
4369 fprintf(fff, "\n\n");
4374 * @brief ダンプ出力のメインルーチン
4375 * Output the character dump to a file
4376 * @param creature_ptr プレーヤーへの参照ポインタ
4377 * @param fff ファイルポインタ
4380 errr make_character_dump(player_type *creature_ptr, FILE *fff)
4383 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4384 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4386 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4387 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4391 dump_aux_display_player(creature_ptr, fff);
4392 dump_aux_last_message(creature_ptr, fff);
4393 dump_aux_options(fff);
4394 dump_aux_recall(fff);
4395 dump_aux_quest(creature_ptr, fff);
4396 dump_aux_arena(creature_ptr, fff);
4397 dump_aux_monsters(fff);
4398 dump_aux_virtues(creature_ptr, fff);
4399 dump_aux_race_history(creature_ptr, fff);
4400 dump_aux_realm_history(creature_ptr, fff);
4401 dump_aux_class_special(creature_ptr, fff);
4402 dump_aux_mutations(creature_ptr, fff);
4403 dump_aux_pet(creature_ptr, fff);
4405 dump_aux_equipment_inventory(creature_ptr, fff);
4406 dump_aux_home_museum(creature_ptr, fff);
4408 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
4414 * @brief プレイヤーステータスをファイルダンプ出力する
4415 * Hack -- Dump a character description file
4416 * @param creature_ptr プレーヤーへの参照ポインタ
4417 * @param name 出力ファイル名
4420 * Allow the "full" flag to dump additional info,
4421 * and trigger its usage from various places in the code.
4423 errr file_character(player_type *creature_ptr, concptr name)
4426 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
4428 FILE_TYPE(FILE_TYPE_TEXT);
4430 int fd = fd_open(buf, O_RDONLY);
4435 (void)sprintf(out_val, _("現存するファイル %s に上書きしますか? ", "Replace existing file %s? "), buf);
4436 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
4440 if (fd < 0) fff = my_fopen(buf, "w");
4444 prt(_("キャラクタ情報のファイルへの書き出しに失敗しました!", "Character dump failed!"), 0, 0);
4449 (void)make_character_dump(creature_ptr, fff);
4451 msg_print(_("キャラクタ情報のファイルへの書き出しに成功しました。", "Character dump successful."));
4458 * @brief ファイル内容の一行をコンソールに出力する
4459 * Display single line of on-line help file
4460 * @param str 出力する文字列
4466 * You can insert some special color tag to change text color.
4468 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
4469 * A colored segment is between "[[[[y|" and the last "|".
4470 * You can use any single character in place of the "|".
4473 static void show_file_aux_line(concptr str, int cy, concptr shower)
4483 Term_gotoxy(cx, cy);
4485 static const char tag_str[] = "[[[[";
4486 byte color = TERM_WHITE;
4488 for (int i = 0; str[i];)
4490 int len = strlen(&str[i]);
4491 int showercol = len + 1;
4492 int bracketcol = len + 1;
4496 /* Search for a shower string in the line */
4499 ptr = my_strstr(&lcstr[i], shower);
4500 if (ptr) showercol = ptr - &lcstr[i];
4503 /* Search for a color segment tag */
4504 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
4505 if (ptr) bracketcol = ptr - &str[i];
4507 /* A color tag is found */
4508 if (bracketcol < endcol) endcol = bracketcol;
4510 /* The shower string is found before the color tag */
4511 if (showercol < endcol) endcol = showercol;
4513 /* Print a segment of the line */
4514 Term_addstr(endcol, color, &str[i]);
4518 if (endcol == showercol)
4520 int showerlen = strlen(shower);
4522 /* Print the shower string in yellow */
4523 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
4529 if (endcol != bracketcol) continue;
4533 /* Found the end of colored segment */
4536 /* Now looking for an another tag_str */
4539 /* Set back to the default color */
4544 /* Found a tag_str, and get a tag color */
4545 i += sizeof(tag_str) - 1;
4548 color = color_char_to_attr(str[i]);
4550 /* Illegal color tag */
4551 if (color == 255 || str[i + 1] == '\0')
4553 /* Illegal color tag */
4556 /* Print the broken tag as a string */
4557 Term_addstr(-1, TERM_WHITE, tag_str);
4558 cx += sizeof(tag_str) - 1;
4567 Term_erase(cx, cy, 255);
4572 * @brief ファイル内容をコンソールに出力する
4573 * Recursive file perusal.
4574 * @param creature_ptr プレーヤーへの参照ポインタ
4575 * @param show_version TRUEならばコンソール上にゲームのバージョンを表示する
4576 * @param name ファイル名の文字列
4577 * @param what 内容キャプションの文字列
4578 * @param line 表示の現在行
4583 * Process various special text in the input file, including
4584 * the "menu" structures used by the "help file" system.
4585 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
4588 bool show_file(player_type *creature_ptr, bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
4596 concptr find = NULL;
4598 char finder_str[81];
4599 char shower_str[81];
4601 concptr shower = NULL;
4602 char filename[1024];
4607 bool reverse = (line < 0);
4609 Term_get_size(&wid, &hgt);
4612 strcpy(finder_str, "");
4613 strcpy(shower_str, "");
4614 strcpy(caption, "");
4615 for (i = 0; i < 68; i++)
4620 strcpy(filename, name);
4621 n = strlen(filename);
4623 for (i = 0; i < n; i++)
4625 if (filename[i] == '#')
4628 tag = filename + i + 1;
4636 strcpy(caption, what);
4638 fff = my_fopen(path, "r");
4643 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
4644 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
4645 fff = my_fopen(path, "r");
4650 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
4651 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
4652 fff = my_fopen(path, "r");
4657 path_build(path, sizeof(path), ANGBAND_DIR, name);
4659 for (i = 0; path[i]; i++)
4660 if ('\\' == path[i])
4661 path[i] = PATH_SEP[0];
4663 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
4664 fff = my_fopen(path, "r");
4669 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
4678 if (my_fgets(fff, buf, sizeof(buf))) break;
4679 if (!prefix(str, "***** "))
4685 if ((str[6] == '[') && isalpha(str[7]))
4687 int k = str[7] - 'A';
4689 if ((str[8] == ']') && (str[9] == ' '))
4691 strncpy(hook[k], str + 10, 31);
4698 if (str[6] != '<') continue;
4700 size_t len = strlen(str);
4701 if (str[len - 1] == '>')
4703 str[len - 1] = '\0';
4704 if (tag && streq(str + 7, tag)) line = next;
4709 if (line == -1) line = ((size - 1) / rows)*rows;
4714 if (line >= size - rows)
4716 if (line < 0) line = 0;
4721 fff = my_fopen(path, "r");
4722 if (!fff) return FALSE;
4729 if (my_fgets(fff, buf, sizeof(buf))) break;
4730 if (prefix(buf, "***** ")) continue;
4734 for (i = 0; i < rows; )
4737 if (!i) line = next;
4738 if (my_fgets(fff, buf, sizeof(buf))) break;
4739 if (prefix(buf, "***** ")) continue;
4744 strcpy(lc_buf, str);
4745 str_tolower(lc_buf);
4746 if (!my_strstr(lc_buf, find)) continue;
4750 show_file_aux_line(str, i + 2, shower);
4756 Term_erase(0, i + 2, 255);
4770 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
4771 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH,
4772 caption, line, size), 0, 0);
4776 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
4777 caption, line, size), 0, 0);
4782 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
4788 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
4790 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
4792 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
4796 skey = inkey_special(TRUE);
4800 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
4801 show_file(creature_ptr, TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
4804 prt(_("強調: ", "Show: "), hgt - 1, 0);
4806 strcpy(back_str, shower_str);
4807 if (askfor(shower_str, 80))
4811 str_tolower(shower_str);
4812 shower = shower_str;
4816 else strcpy(shower_str, back_str);
4821 prt(_("検索: ", "Find: "), hgt - 1, 0);
4822 strcpy(back_str, finder_str);
4823 if (askfor(finder_str, 80))
4830 str_tolower(finder_str);
4831 shower = finder_str;
4835 else strcpy(finder_str, back_str);
4841 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
4844 if (askfor(tmp, 80)) line = atoi(tmp);
4853 line = ((size - 1) / rows) * rows;
4859 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
4860 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
4862 if (askfor(tmp, 80))
4864 if (!show_file(creature_ptr, TRUE, tmp, NULL, 0, mode)) skey = 'q';
4871 line = line + (reverse ? rows : -rows);
4872 if (line < 0) line = 0;
4877 if (line < 0) line = 0;
4882 line = line + (reverse ? -1 : 1);
4883 if (line < 0) line = 0;
4889 if (line < 0) line = 0;
4898 line = line + (reverse ? -rows : rows);
4899 if (line < 0) line = 0;
4910 if (!(skey & SKEY_MASK) && isalpha(skey))
4913 if ((key > -1) && hook[key][0])
4915 /* Recurse on that file */
4916 if (!show_file(creature_ptr, TRUE, hook[key], NULL, 0, mode))
4929 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
4931 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
4933 /* Hack -- Re-Open the file */
4934 fff = my_fopen(path, "r");
4936 ffp = my_fopen(buff, "w");
4940 msg_print(_("ファイルを開けません。", "Failed to open file."));
4945 sprintf(xtmp, "%s: %s", creature_ptr->name, what ? what : caption);
4946 my_fputs(ffp, xtmp, 80);
4947 my_fputs(ffp, "\n", 80);
4949 while (!my_fgets(fff, buff, sizeof(buff)))
4950 my_fputs(ffp, buff, 80);
4953 fff = my_fopen(path, "r");
4956 if ((skey == ESCAPE) || (skey == '<')) break;
4958 if (skey == KTRL('q')) skey = 'q';
4960 if (skey == 'q') break;
4964 if (skey == 'q') return FALSE;
4971 * @brief ヘルプを表示するコマンドのメインルーチン
4972 * Peruse the On-Line-Help
4973 * @param creature_ptr プレーヤーへの参照ポインタ
4977 void do_cmd_help(player_type *creature_ptr)
4980 (void)show_file(creature_ptr, TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
4986 * @brief プレイヤーの名前をチェックして修正する
4987 * Process the player name.
4988 * @param player_ptr プレーヤーへの参照ポインタ
4989 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
4992 * Extract a clean "base name".
4993 * Build the savefile name if needed.
4995 void process_player_name(player_type *creature_ptr, bool sf)
4997 char old_player_base[32] = "";
4998 if (current_world_ptr->character_generated)
4999 strcpy(old_player_base, creature_ptr->base_name);
5001 for (int i = 0; creature_ptr->name[i]; i++)
5004 if (iskanji(creature_ptr->name[i])) { i++; continue; }
5005 if (iscntrl((unsigned char)creature_ptr->name[i]))
5007 if (iscntrl(creature_ptr->name[i]))
5010 quit_fmt(_("'%s' という名前は不正なコントロールコードを含んでいます。", "The name '%s' contains control chars!"), creature_ptr->name);
5015 for (int i = 0; creature_ptr->name[i]; i++)
5018 unsigned char c = creature_ptr->name[i];
5020 char c = creature_ptr->name[i];
5025 if (k + 2 >= sizeof(creature_ptr->base_name) || !creature_ptr->name[i + 1])
5027 creature_ptr->base_name[k++] = c;
5029 creature_ptr->base_name[k++] = creature_ptr->name[i];
5032 else if (iskana(c)) creature_ptr->base_name[k++] = c;
5036 if (!strncmp(PATH_SEP, creature_ptr->name + i, strlen(PATH_SEP)))
5038 creature_ptr->base_name[k++] = '_';
5039 i += strlen(PATH_SEP);
5041 #if defined(WINDOWS)
5042 else if (my_strchr("\"*,/:;<>?\\|", c))
5043 creature_ptr->base_name[k++] = '_';
5045 else if (isprint(c))
5046 creature_ptr->base_name[k++] = c;
5049 creature_ptr->base_name[k] = '\0';
5050 if (!creature_ptr->base_name[0])
5051 strcpy(creature_ptr->base_name, "PLAYER");
5053 #ifdef SAVEFILE_MUTABLE
5056 if (!savefile_base[0] && savefile[0])
5063 t = my_strstr(s, PATH_SEP);
5069 strcpy(savefile_base, s);
5072 if (!savefile_base[0] || !savefile[0])
5079 strcpy(savefile_base, creature_ptr->base_name);
5081 #ifdef SAVEFILE_USE_UID
5082 /* Rename the savefile, using the creature_ptr->player_uid and creature_ptr->base_name */
5083 (void)sprintf(temp, "%d.%s", creature_ptr->player_uid, creature_ptr->base_name);
5085 /* Rename the savefile, using the creature_ptr->base_name */
5086 (void)sprintf(temp, "%s", creature_ptr->base_name);
5088 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5091 if (current_world_ptr->character_generated && !streq(old_player_base, creature_ptr->base_name))
5093 autopick_load_pref(creature_ptr, FALSE);
5099 * @brief プレイヤーの名前を変更するコマンドのメインルーチン
5100 * Gets a name for the character, reacting to name changes.
5101 * @param creature_ptr プレーヤーへの参照ポインタ
5105 * Assumes that "display_player()" has just been called
5106 * Perhaps we should NOT ask for a name (at "birth()") on
5107 * Unix machines? XXX XXX
5108 * What a horrible name for a global function.
5111 void get_name(player_type *creature_ptr)
5114 strcpy(tmp, creature_ptr->name);
5116 if (get_string(_("キャラクターの名前を入力して下さい: ", "Enter a name for your character: "), tmp, 15))
5118 strcpy(creature_ptr->name, tmp);
5121 if (strlen(creature_ptr->name) == 0)
5123 strcpy(creature_ptr->name, "PLAYER");
5126 strcpy(tmp, ap_ptr->title);
5128 if (ap_ptr->no == 1)
5133 strcat(tmp, creature_ptr->name);
5135 Term_erase(34, 1, 255);
5136 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5142 * @brief セーブするコマンドのメインルーチン
5144 * @param creature_ptr プレーヤーへの参照ポインタ
5145 * @param is_autosave オートセーブ中の処理ならばTRUE
5149 void do_cmd_save_game(player_type *creature_ptr, int is_autosave)
5153 msg_print(_("自動セーブ中", "Autosaving the game..."));
5157 disturb(creature_ptr, TRUE, TRUE);
5161 handle_stuff(creature_ptr);
5162 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
5164 (void)strcpy(creature_ptr->died_from, _("(セーブ)", "(saved)"));
5165 signals_ignore_tstp();
5166 if (save_player(creature_ptr))
5168 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
5172 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
5175 signals_handle_tstp();
5177 (void)strcpy(creature_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
5178 current_world_ptr->is_loading_now = FALSE;
5179 update_creature(creature_ptr);
5180 mproc_init(creature_ptr->current_floor_ptr);
5181 current_world_ptr->is_loading_now = TRUE;
5186 * @brief セーブ後にゲーム中断フラグを立てる/
5187 * Save the game and exit
5191 void do_cmd_save_and_exit(player_type *creature_ptr)
5193 creature_ptr->playing = FALSE;
5194 creature_ptr->leaving = TRUE;
5195 exe_write_diary(creature_ptr, DIARY_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
5200 * @brief 墓石の真ん中に文字列を書き込む /
5201 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
5205 static void center_string(char *buf, concptr str)
5207 int i = strlen(str);
5208 int j = GRAVE_LINE_WIDTH / 2 - i / 2;
5209 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
5214 * Redefinable "print_tombstone" action
5216 bool(*tombstone_aux)(void) = NULL;
5220 * @brief 墓石のアスキーアート表示 /
5221 * Display a "tomb-stone"
5222 * @param creature_ptr プレーヤーへの参照ポインタ
5225 void print_tomb(player_type *dead_ptr)
5230 done = (*tombstone_aux)();
5240 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
5243 fp = my_fopen(buf, "r");
5249 /* Dump the file to the screen */
5250 while (my_fgets(fp, buf, sizeof(buf)) == 0)
5252 put_str(buf, i++, 0);
5259 if (current_world_ptr->total_winner || (dead_ptr->lev > PY_MAX_LEVEL))
5269 p = player_title[dead_ptr->pclass][(dead_ptr->lev - 1) / 5];
5272 center_string(buf, dead_ptr->name);
5273 put_str(buf, 6, 11);
5277 center_string(buf, "the");
5278 put_str(buf, 7, 11);
5281 center_string(buf, p);
5282 put_str(buf, 8, 11);
5284 center_string(buf, cp_ptr->title);
5285 put_str(buf, 10, 11);
5288 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)dead_ptr->lev);
5289 center_string(buf, tmp);
5290 put_str(buf, 11, 11);
5292 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)dead_ptr->exp);
5293 center_string(buf, tmp);
5294 put_str(buf, 12, 11);
5296 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)dead_ptr->au);
5297 center_string(buf, tmp);
5298 put_str(buf, 13, 11);
5301 /* 墓に刻む言葉をオリジナルより細かく表示 */
5302 if (streq(dead_ptr->died_from, "途中終了"))
5304 strcpy(tmp, "<自殺>");
5306 else if (streq(dead_ptr->died_from, "ripe"))
5308 strcpy(tmp, "引退後に天寿を全う");
5310 else if (streq(dead_ptr->died_from, "Seppuku"))
5312 strcpy(tmp, "勝利の後、切腹");
5316 roff_to_buf(dead_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
5318 t = tmp + strlen(tmp) + 1;
5322 strcpy(dummy, t); /* 2nd line */
5323 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
5325 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
5328 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
5331 char *name_head = my_strstr(tmp, "『");
5332 sprintf(dummy2, "%s%s", name_head, dummy);
5333 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
5335 strcpy(dummy, dummy2);
5339 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
5342 char *name_head = my_strstr(tmp, "「");
5343 sprintf(dummy2, "%s%s", name_head, dummy);
5344 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
5346 strcpy(dummy, dummy2);
5351 center_string(buf, dummy);
5352 put_str(buf, 15, 11);
5357 center_string(buf, tmp);
5358 put_str(buf, 14, 11);
5360 if (!streq(dead_ptr->died_from, "ripe") && !streq(dead_ptr->died_from, "Seppuku"))
5362 if (dead_ptr->current_floor_ptr->dun_level == 0)
5364 concptr field_name = dead_ptr->town_num ? "街" : "荒野";
5365 if (streq(dead_ptr->died_from, "途中終了"))
5367 sprintf(tmp, "%sで死んだ", field_name);
5371 sprintf(tmp, "に%sで殺された", field_name);
5376 if (streq(dead_ptr->died_from, "途中終了"))
5378 sprintf(tmp, "地下 %d 階で死んだ", (int)dead_ptr->current_floor_ptr->dun_level);
5382 sprintf(tmp, "に地下 %d 階で殺された", (int)dead_ptr->current_floor_ptr->dun_level);
5386 center_string(buf, tmp);
5387 put_str(buf, 15 + extra_line, 11);
5390 (void)sprintf(tmp, "Killed on Level %d", dead_ptr->current_floor_ptr->dun_level);
5391 center_string(buf, tmp);
5392 put_str(buf, 14, 11);
5394 roff_to_buf(format("by %s.", dead_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
5395 center_string(buf, tmp);
5397 put_str(buf, 15, 11);
5398 t = tmp + strlen(tmp) + 1;
5402 strcpy(dummy, t); /* 2nd line */
5403 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
5405 int dummy_len = strlen(dummy);
5406 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
5408 center_string(buf, dummy);
5409 put_str(buf, 16, 11);
5412 time_t ct = time((time_t*)0);
5413 (void)sprintf(tmp, "%-.24s", ctime(&ct));
5414 center_string(buf, tmp);
5415 put_str(buf, 17, 11);
5416 msg_format(_("さようなら、%s!", "Goodbye, %s!"), dead_ptr->name);
5421 * @brief 死亡、引退時の簡易ステータス表示 /
5422 * Display some character info
5423 * @param creature_ptr プレーヤーへの参照ポインタ
5426 void show_info(player_type *creature_ptr)
5429 for (int i = 0; i < INVEN_TOTAL; i++)
5431 o_ptr = &creature_ptr->inventory_list[i];
5432 if (!o_ptr->k_idx) continue;
5434 object_aware(creature_ptr, o_ptr);
5435 object_known(o_ptr);
5439 for (int i = 1; i < max_towns; i++)
5441 st_ptr = &town_info[i].store[STORE_HOME];
5443 /* Hack -- Know everything in the home */
5444 for (int j = 0; j < st_ptr->stock_num; j++)
5446 o_ptr = &st_ptr->stock[j];
5447 if (!o_ptr->k_idx) continue;
5449 /* Aware and Known */
5450 object_aware(creature_ptr, o_ptr);
5451 object_known(o_ptr);
5455 creature_ptr->update |= (PU_BONUS);
5456 handle_stuff(creature_ptr);
5459 prt(_("キャラクターの記録をファイルに書き出すことができます。", "You may now dump a character record to one or more files."), 21, 0);
5460 prt(_("リターンキーでキャラクターを見ます。ESCで中断します。", "Then, hit RETURN to see the character, or ESC to abort."), 22, 0);
5464 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
5465 strcpy(out_val, "");
5466 if (!askfor(out_val, 60)) return;
5467 if (!out_val[0]) break;
5469 (void)file_character(creature_ptr, out_val);
5474 display_player(creature_ptr, 0);
5475 prt(_("何かキーを押すとさらに情報が続きます (ESCで中断): ", "Hit any key to see more information (ESC to abort): "), 23, 0);
5476 if (inkey() == ESCAPE) return;
5478 if (creature_ptr->equip_cnt)
5481 (void)show_equipment(creature_ptr, 0, USE_FULL, 0);
5482 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
5483 if (inkey() == ESCAPE) return;
5486 if (creature_ptr->inven_cnt)
5489 (void)show_inventory(creature_ptr, 0, USE_FULL, 0);
5490 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
5492 if (inkey() == ESCAPE) return;
5495 for (int l = 1; l < max_towns; l++)
5497 st_ptr = &town_info[l].store[STORE_HOME];
5498 if (st_ptr->stock_num == 0) continue;
5499 for (int i = 0, k = 0; i < st_ptr->stock_num; k++)
5502 for (int j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
5504 GAME_TEXT o_name[MAX_NLEN];
5506 o_ptr = &st_ptr->stock[i];
5507 sprintf(tmp_val, "%c) ", I2A(j));
5508 prt(tmp_val, j + 2, 4);
5509 object_desc(creature_ptr, o_name, o_ptr, 0);
5510 c_put_str(tval_to_attr[o_ptr->tval], o_name, j + 2, 7);
5513 prt(format(_("我が家に置いてあったアイテム ( %d ページ): -続く-", "Your home contains (page %d): -more-"), k + 1), 0, 0);
5514 if (inkey() == ESCAPE) return;
5521 * @brief 異常発生時のゲーム緊急終了処理 /
5522 * Handle abrupt death of the visual system
5523 * @param creature_ptr プレーヤーへの参照ポインタ
5527 * This routine is called only in very rare situations, and only
5528 * by certain visual systems, when they experience fatal errors.
5529 * XXX XXX Hack -- clear the death flag when creating a HANGUP
5530 * save file so that player can see tombstone when restart.
5533 void exit_game_panic(player_type *creature_ptr)
5535 if (!current_world_ptr->character_generated || current_world_ptr->character_saved)
5536 quit(_("緊急事態", "panic"));
5540 disturb(creature_ptr, TRUE, TRUE);
5541 if (creature_ptr->chp < 0) creature_ptr->is_dead = FALSE;
5543 creature_ptr->panic_save = 1;
5544 signals_ignore_tstp();
5545 (void)strcpy(creature_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
5546 if (!save_player(creature_ptr)) quit(_("緊急セーブ失敗!", "panic save failed!"));
5547 quit(_("緊急セーブ成功!", "panic save succeeded!"));
5552 * @brief ファイルからランダムに行を一つ取得する /
5553 * Get a random line from a file
5554 * @param file_name ファイル名
5555 * @param entry 特定条件時のN:タグヘッダID
5556 * @param output 出力先の文字列参照ポインタ
5560 * Based on the monster speech patch by Matt Graham,
5563 errr get_rnd_line(concptr file_name, int entry, char *output)
5566 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
5568 fp = my_fopen(buf, "r");
5575 if (my_fgets(fp, buf, sizeof(buf)) != 0)
5582 if ((buf[0] != 'N') || (buf[1] != ':')) continue;
5588 else if (buf[2] == 'M')
5590 if (r_info[entry].flags1 & RF1_MALE) break;
5592 else if (buf[2] == 'F')
5594 if (r_info[entry].flags1 & RF1_FEMALE) break;
5596 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
5598 if (test == entry) break;
5601 msg_format("Error in line %d of %s!", line_num, file_name);
5607 for (counter = 0; ; counter++)
5611 test = my_fgets(fp, buf, sizeof(buf));
5614 /* Ignore lines starting with 'N:' */
5615 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
5617 if (buf[0] != '#') break;
5624 if (one_in_(counter + 1)) strcpy(output, buf);
5628 return counter ? 0 : -1;
5634 * @brief ファイルからランダムに行を一つ取得する(日本語文字列のみ) /
5635 * @param file_name ファイル名
5636 * @param entry 特定条件時のN:タグヘッダID
5637 * @param output 出力先の文字列参照ポインタ
5642 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
5645 for (int i = 0; i < count; i++)
5647 result = get_rnd_line(file_name, entry, output);
5650 for (int j = 0; output[j]; j++) kanji |= iskanji(output[j]);
5660 * @brief 自動拾いファイルを読み込む /
5661 * @param creature_ptr プレーヤーへの参照ポインタ
5665 errr process_autopick_file(player_type *creature_ptr, concptr name)
5668 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5669 errr err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_AUTOPICK);
5675 * @brief プレイヤーの生い立ちファイルを読み込む /
5676 * Process file for player's history editor.
5677 * @param creature_ptr プレーヤーへの参照ポインタ
5682 errr process_histpref_file(player_type *creature_ptr, concptr name)
5684 bool old_character_xtra = current_world_ptr->character_xtra;
5686 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5688 /* Hack -- prevent modification birth options in this file */
5689 current_world_ptr->character_xtra = TRUE;
5690 errr err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_HISTPREF);
5691 current_world_ptr->character_xtra = old_character_xtra;
5697 * @brief ファイル位置をシーク /
5698 * @param creature_ptr プレーヤーへの参照ポインタ
5699 * @param fd ファイルディスクリプタ
5700 * @param where ファイルバイト位置
5701 * @param flag FALSEならば現ファイルを超えた位置へシーク時エラー、TRUEなら足りない間を0で埋め尽くす
5705 static errr counts_seek(player_type *creature_ptr, int fd, u32b where, bool flag)
5707 char temp1[128], temp2[128];
5708 #ifdef SAVEFILE_USE_UID
5709 (void)sprintf(temp1, "%d.%s.%d%d%d", creature_ptr->player_uid, savefile_base, creature_ptr->pclass, creature_ptr->pseikaku, creature_ptr->age);
5711 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, creature_ptr->pclass, creature_ptr->pseikaku, creature_ptr->age);
5713 for (int i = 0; temp1[i]; i++)
5714 temp1[i] ^= (i + 1) * 63;
5717 u32b zero_header[3] = { 0L, 0L, 0L };
5720 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
5722 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
5727 fd_seek(fd, seekpoint);
5728 fd_write(fd, (char*)zero_header, 3 * sizeof(u32b));
5729 fd_write(fd, (char*)(temp1), sizeof(temp1));
5733 if (strcmp(temp1, temp2) == 0)
5736 seekpoint += 128 + 3 * sizeof(u32b);
5739 return fd_seek(fd, seekpoint + where * sizeof(u32b));
5744 * @brief ファイル位置を読み込む
5745 * @param creature_ptr プレーヤーへの参照ポインタ
5746 * @param where ファイルバイト位置
5750 u32b counts_read(player_type *creature_ptr, int where)
5753 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
5754 int fd = fd_open(buf, O_RDONLY);
5757 if (counts_seek(creature_ptr, fd, where, FALSE) ||
5758 fd_read(fd, (char*)(&count), sizeof(u32b)))
5768 * @brief ファイル位置に書き込む /
5769 * @param creature_ptr プレーヤーへの参照ポインタ
5770 * @param where ファイルバイト位置
5771 * @param count 書き込む値
5775 errr counts_write(player_type *creature_ptr, int where, u32b count)
5778 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
5780 /* Grab permissions */
5783 int fd = fd_open(buf, O_RDWR);
5785 /* Drop permissions */
5790 /* File type is "DATA" */
5791 FILE_TYPE(FILE_TYPE_DATA);
5793 /* Grab permissions */
5796 /* Create a new high score file */
5797 fd = fd_make(buf, 0644);
5799 /* Drop permissions */
5803 /* Grab permissions */
5806 errr err = fd_lock(fd, F_WRLCK);
5808 /* Drop permissions */
5813 counts_seek(creature_ptr, fd, where, TRUE);
5814 fd_write(fd, (char*)(&count), sizeof(u32b));
5816 /* Grab permissions */
5819 err = fd_lock(fd, F_UNLCK);
5821 /* Drop permissions */
5832 #ifdef HANDLE_SIGNALS
5837 * @brief OSからのシグナルを受けてサスペンド状態に入る /
5838 * Handle signals -- suspend
5839 * @param sig 受け取ったシグナル
5841 * Actually suspend the game, and then resume cleanly
5843 static void handle_signal_suspend(int sig)
5845 (void)signal(sig, SIG_IGN);
5848 Term_xtra(TERM_XTRA_ALIVE, 0);
5849 (void)kill(0, SIGSTOP);
5850 Term_xtra(TERM_XTRA_ALIVE, 1);
5854 (void)signal(sig, handle_signal_suspend);
5859 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
5860 * @brief OSからのシグナルを受けて中断、終了する /
5861 * Handle signals -- simple (interrupt and quit)
5862 * @param sig 受け取ったシグナル
5865 * This function was causing a *huge* number of problems, so it has
5866 * been simplified greatly. We keep a global variable which counts
5867 * the number of times the user attempts to kill the process, and
5868 * we commit suicide if the user does this a certain number of times.
5869 * We attempt to give "feedback" to the user as he approaches the
5870 * suicide thresh-hold, but without penalizing accidental keypresses.
5871 * To prevent messy accidents, we should reset this global variable
5872 * whenever the user enters a keypress, or something like that.
5875 static void handle_signal_simple(int sig)
5877 (void)signal(sig, SIG_IGN);
5878 if (!current_world_ptr->character_generated || current_world_ptr->character_saved)
5884 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
5885 forget_lite(p_ptr->current_floor_ptr);
5886 forget_view(p_ptr->current_floor_ptr);
5887 clear_mon_lite(p_ptr->current_floor_ptr);
5889 quit(_("強制終了", "interrupt"));
5891 else if (signal_count >= 5)
5893 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
5894 forget_lite(p_ptr->current_floor_ptr);
5895 forget_view(p_ptr->current_floor_ptr);
5896 clear_mon_lite(p_ptr->current_floor_ptr);
5897 p_ptr->playing = FALSE;
5898 p_ptr->is_dead = TRUE;
5899 p_ptr->leaving = TRUE;
5901 quit(_("強制終了", "interrupt"));
5903 else if (signal_count >= 4)
5905 Term_xtra(TERM_XTRA_NOISE, 0);
5906 Term_erase(0, 0, 255);
5907 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
5910 else if (signal_count >= 2)
5912 Term_xtra(TERM_XTRA_NOISE, 0);
5915 (void)signal(sig, handle_signal_simple);
5920 * todo ここにp_ptrを追加すると関数ポインタ周りの収拾がつかなくなるので保留
5921 * @brief OSからのシグナルを受けて強制終了する /
5922 * Handle signal -- abort, kill, etc
5923 * @param sig 受け取ったシグナル
5927 * This function was causing a *huge* number of problems, so it has
5928 * been simplified greatly. We keep a global variable which counts
5929 * the number of times the user attempts to kill the process, and
5930 * we commit suicide if the user does this a certain number of times.
5931 * We attempt to give "feedback" to the user as he approaches the
5932 * suicide thresh-hold, but without penalizing accidental keypresses.
5933 * To prevent messy accidents, we should reset this global variable
5934 * whenever the user enters a keypress, or something like that.
5937 static void handle_signal_abort(int sig)
5940 Term_get_size(&wid, &hgt);
5942 (void)signal(sig, SIG_IGN);
5943 if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
5945 forget_lite(p_ptr->current_floor_ptr);
5946 forget_view(p_ptr->current_floor_ptr);
5947 clear_mon_lite(p_ptr->current_floor_ptr);
5949 Term_erase(0, hgt - 1, 255);
5950 Term_putstr(0, hgt - 1, -1, TERM_RED,
5951 _("恐ろしいソフトのバグが飛びかかってきた!", "A gruesome software bug LEAPS out at you!"));
5953 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
5955 exe_write_diary(p_ptr, DIARY_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
5958 p_ptr->panic_save = 1;
5959 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
5961 signals_ignore_tstp();
5963 if (save_player(p_ptr))
5965 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
5969 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
5973 quit(_("ソフトのバグ", "software bug"));
5978 * @brief OSからのSIGTSTPシグナルを無視する関数 /
5979 * Ignore SIGTSTP signals (keyboard suspend)
5983 void signals_ignore_tstp(void)
5986 (void)signal(SIGTSTP, SIG_IGN);
5992 * @brief OSからのSIGTSTPシグナルハンドラ /
5993 * Handle SIGTSTP signals (keyboard suspend)
5997 void signals_handle_tstp(void)
6000 (void)signal(SIGTSTP, handle_signal_suspend);
6006 * @brief OSからのシグナルハンドルを初期化する /
6007 * Prepare to handle the relevant signals
6011 void signals_init(void)
6014 (void)signal(SIGHUP, SIG_IGN);
6018 (void)signal(SIGTSTP, handle_signal_suspend);
6022 (void)signal(SIGINT, handle_signal_simple);
6026 (void)signal(SIGQUIT, handle_signal_simple);
6030 (void)signal(SIGFPE, handle_signal_abort);
6034 (void)signal(SIGILL, handle_signal_abort);
6038 (void)signal(SIGTRAP, handle_signal_abort);
6042 (void)signal(SIGIOT, handle_signal_abort);
6046 (void)signal(SIGKILL, handle_signal_abort);
6050 (void)signal(SIGBUS, handle_signal_abort);
6054 (void)signal(SIGSEGV, handle_signal_abort);
6058 (void)signal(SIGTERM, handle_signal_abort);
6062 (void)signal(SIGPIPE, handle_signal_abort);
6066 (void)signal(SIGEMT, handle_signal_abort);
6070 (void)signal(SIGDANGER, handle_signal_abort);
6074 (void)signal(SIGSYS, handle_signal_abort);
6078 (void)signal(SIGXCPU, handle_signal_abort);
6082 (void)signal(SIGPWR, handle_signal_abort);
6092 void signals_ignore_tstp(void)
6101 void signals_handle_tstp(void)
6110 void signals_init(void)